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Difference between revisions of "Medieval Classic Total War"

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(tidied as requested - template etc added)
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*Firstly, splitting the campaign up into 3 era's which can be played separately. All era's play differently due to differences in the troops available to them and what building options are present. Only in the late era will halberds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.
 
*Firstly, splitting the campaign up into 3 era's which can be played separately. All era's play differently due to differences in the troops available to them and what building options are present. Only in the late era will halberds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.
  
*Secondly, changing the factions available so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the original medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Italians (Milan are used to form the Swiss). All factions are in different positions in each era (eg, the English control England and Normandy in the early period, but England, Ireland, Wales and Bordeaux in the late period) and more factions are planned including Sweden, Ireland and Burgundy see ([http://www.twcenter.net/forums/showthread.php?t=105174 here])
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*Secondly, changing the factions available so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the original medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Italians (Milan are used to form the Swiss). All factions are in different positions in each era (eg, the English control England and Normandy in the early period, but England, Ireland, Wales and Bordeaux in the late period) and more factions are planned including Sweden, Ireland and Burgundy, [http://www.twcenter.net/forums/showthread.php?t=105174 see here].
  
 
*Thirdly, by changing units available to factions, either by changing their names to conform with the original medieval, or by introducing new units to a factions roster (mostly made by renamed merc's)
 
*Thirdly, by changing units available to factions, either by changing their names to conform with the original medieval, or by introducing new units to a factions roster (mostly made by renamed merc's)

Revision as of 10:28, 24 June 2007

Template:Mod

Medieval Classic Total War is a mod designed to bring back the medieval feeling from mtw1, and also features from mtw1 into mtw2, this is not for realism, accuracy, or anything historic.

It achieves this in a number of ways;

  • Firstly, splitting the campaign up into 3 era's which can be played separately. All era's play differently due to differences in the troops available to them and what building options are present. Only in the late era will halberds, pikemen (except for Flanders pikemen) really advanced knights (gothic, lancers) and gunpowder be introduced.
  • Secondly, changing the factions available so they conform to Medieval total war (or mods for it), this includes changing factions names to conform to the original medieval (eg the moors become the Almohads), introducing new factions (the Argonese, Swiss, Lithuanians, Volga Bulgars and Armenians), uniting Venice and Milan to form the Italians (Milan are used to form the Swiss). All factions are in different positions in each era (eg, the English control England and Normandy in the early period, but England, Ireland, Wales and Bordeaux in the late period) and more factions are planned including Sweden, Ireland and Burgundy, see here.
  • Thirdly, by changing units available to factions, either by changing their names to conform with the original medieval, or by introducing new units to a factions roster (mostly made by renamed merc's)
  • Fourthly, by changing unit stats and speed on the battle-map, to attempt to make the game more like the slower game-play of the original medieval. In addition to this, elite units were given further stat and morale boasts whereas the morale of low end units was produced, to create a situation where, in the words of mod leader Ramtha, "if your facing elites, you need elites to win".


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