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Megas Alexandros

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Revision as of 05:17, 25 May 2007 by Makanyane (talk | contribs) (New page: {{mod|mod=Megas Alexandros|modscreenshot=Megas_Alexandros_sig.jpg |platform=Rome: Total War - 1.5|era=3rd century BC|leader=Roman_Man#3 }} ==Overview== Megas Alexan...)
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Overview

Megas Alexandros will include two campaigns, released at two seperate times. One revolving around Alexander, starting in 336 BC and ending in 300 BC, a what-if campaign. The other one revolving around King Philip, starting in 359 BC, and ending in 336 BC, when he was assassinated.

Work was started on this mod in January 2007.

The mod is intended to feature new units, a new map, new historical battles, and more... The mod is intended to be as historically correct and realistic as possible.

Features

Battle System

  • Units to have higher morale and better defensive skill.

What this will do is make battles more prolonged. An early hypothesis for a base morale level would be 12. For lower class troops, it would go down to 8-10, for elite troops it would go up, maybe as far as 20. The defensive skill will further prolong the battle. A base could be 5-7. It would go up for places with strong/agile troops, and it would go down for lesser troops who might not be as agile.

  • Mass dynamics

The push factor. Hoplites will naturally have the biggest mass, maybe 1.5 to 2. The standard could be 1.2, with it going down for more spread out formations, staying the same for regular formations, and maybe 1.5 for legionnaires. Hence, the push factor, some thing along the lines of this:

  • Barbarians push peasant and like units
  • Legions push Barbarians
  • Hoplites push Legions.
  • Hoplites push Phalanx while Phalanx pushes Hoplites 8O
  • The Charge Factor

Infantry won't have a big charge. Spears will have a bigger charge, because the spear would be more propelled due to the thrusting motion. Heavier weighing(presumably) will have a bigger charge, because they have more momentum. Cavalry will have a very accurate charge, being quite high, reflecting the speed and momentum they would have from the horse, although once the horses get into battle, and have no further momentum, they will fight worse. Barbarians will have a high charge bonus, especially the fanatical ones. The reason in this is because they would just charge headlong into a wall of pikes to prove themselves, especially those in a frenzy, who might even try to keep running :mrgreen:

  • The Ranged System

Archers will be a bit more powerful and they will have a farther shot. Peltasts and others with javelins will have a very strong ranged attack, farther range, and will carry maybe 5-7 javelins. Slingers will have a stonger ranged attack, and will be AP, to show that all you had to do is hit someone to break a bone, unlike archers where you had to pierce the armour to kill someone. Horse archers should be given less ammo, and a bit more powerful attack.

  • Attack Factor

Spearmen will have a weaker attack than swordsmen, but with the bonus against cavalry will make up for it. Units with heavier weapons will have a stronger attack, due to the momentum from the weapon. Bear in mind though that someone from Rome might not wield a 2 Handed Axe as effectively as someone from Germania.

Team

Leader Roman_Man#3

External Links

Megas Alexandros home forums.

Megas Alexandros hosted forum on TWC.

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