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Deus lo Vult

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Revision as of 02:33, 5 August 2007 by Makanyane (talk | contribs) (mod folder link)
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Overview

Faction Symbols

Modification for Medieval II Total War by repman, version 3.1 installs in own independent mod-folder.

Roleplay as a real Knight, Prince or King in a true medieval atmosphere and face unique strategic challenges due to many scripted elements on a big map and get beaten up on the battlefield.

It's not for Blitzkrieg but for strategic slow playing players who like micromanagement !

Features

Large Map

Field cost script for human player

Field Army Costs

  • Besieging Army costs 2000fl + 500fl each additional Named General beyond the first
  • Army in Enemy Territory costs 500fl + 500fl each additional Named General beyond the first
  • Army in Friendly Territory (outside a settlement) costs 200fl +200fl each additional Named General beyond the first
  • Army in Fort (captain-led) zero cost (so you can set up forts on the frontier as a defensive strategy)
  • Army in Fort led by Named General costs 500fl (enemy lands) or 200fl (friendly lands) +500/200 for each additional Named General beyond the first
  • Army in a settlement...no additional cost

Assasins +Spies: - they cost 500 florin each one each turn in enemy land

Career system

Heraldic Ranks

Crowns, Swords and Standards

The Heraldic Rank System has been expanded to now include Byzantine, Moors, Egyptian and Turkish factions. All European factions (including Russian) were included in the 1.9 release. Byzantine and Islamic factions have unique rank names. They receive their banners (Imperial Army Banner or Banner of the Prophet) at Rank 4 (Knight Commander equivalent) which provides a nice morale boost to their army. Also, promotions to the next rank for all factions can now be had through victory on the battlefield in addition to time campaigning.

Command Experience

by Oda Nobunaga. Generals now have a trait that records number of battles in which they have led the army. Generals which have never or seldom led an army in battle get Authority and Hit Point penalties (they don't know how to handle themselves on the battlefield..."My liege, don't ride in front of the archers when they're firing...Doh!"). This trait improves by commanding more battles. Royal heirs who just sit in their castles waiting to be crowned King start off with an Authority penalty as a result..."get out there and lead boy!"

Garrison script

All settlements now raise garrisons for their defense when besieged, depending on the faction owner. In fact, every settlement has a unique garrison scheme. The garrison is raised at the time an invading army lays siege so having a spy open the gates or bringing up your own siege equipment does not bypass the garrison. This simulates the idea that the feudal system was basically a system for defense (standing armies being very expensive) and on the approach of an invading army, the knights, yeomanry and peasantry in the settlement and surrounding countryside rally to the defense. The size of the garrison depends not only on the importance of the settlement but the local zeal of the citizenry.

Diplomacy System

Uses diplomacy system from Ultimate AI mod.

Team / Contributors

Thanks also to:

Releases

Version 3.1 for M2TW official patch 1.2 released in this thread April 2007

See Also

Deus lo Vult - Mod Registration Form

External Links

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