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Difference between revisions of "Deus lo Vult"

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{{mod4|mod=Deus lo Vult|image=[[Image:Dlv sig.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]|release=[http://www.twcenter.net/forums/showthread.php?t=155476 Version 5.5]}}
 
{{mod4|mod=Deus lo Vult|image=[[Image:Dlv sig.jpg]]|platform=[[Medieval II: Total War]]|era=Medieval|leader=[[repman]]|release=[http://www.twcenter.net/forums/showthread.php?t=155476 Version 5.5]}}
 
==Overview==
 
==Overview==
[[Image:DlV faction symbols.jpg|thumb| Faction Symbols]]
 
 
Deus lo Vult aims to recreate a true medieval atmosphere and confronts the player with many unique challenges. The mod features a big campaign map, many scripts and 2 turns per year. Deus lo Vult is meant to be played in a slow and strategic manner with an emphasis on micromanagement.
 
Deus lo Vult aims to recreate a true medieval atmosphere and confronts the player with many unique challenges. The mod features a big campaign map, many scripts and 2 turns per year. Deus lo Vult is meant to be played in a slow and strategic manner with an emphasis on micromanagement.
  
 
==Features==
 
==Features==
 +
[[Image:DlV faction symbols.jpg|thumb| Faction Symbols]]
 
===Large Map===
 
===Large Map===
 
===Field cost script for human player===
 
===Field cost script for human player===

Revision as of 09:11, 21 July 2009

Template:Mod4

Overview

Deus lo Vult aims to recreate a true medieval atmosphere and confronts the player with many unique challenges. The mod features a big campaign map, many scripts and 2 turns per year. Deus lo Vult is meant to be played in a slow and strategic manner with an emphasis on micromanagement.

Features

Faction Symbols

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 also on the local zeal of the citizenry.

Diplomacy System

Uses diplomacy system from Ultimate AI mod.

Team / Contributors

Thanks also to:

Releases

  • Version 4.0 for M2TW official patch 1.2 released in this thread - 23/09/07
  • Version 5.5 for M2TW:Kingdoms (1.4) released in this thread - 30/03/08

External Links