Author Topic: [WB] [B] Twilight of the Sun King (New Thread)  (Read 19702 times)

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celestialred

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[WB] [B] Twilight of the Sun King (New Thread)
« on: June 20, 2012, 09:28:01 PM »


The War of Spanish Succession and The Great Northern War

The conflict was centered over, the French King, Louis XIV's attempt to seat a Bourbon ( His own grandson Phillip of Anjou) on the vacant throne of Spain. This would have created a Bourbon super-state in Europe. Opposed to Louis's, The Sun King's, attempt to install his own grandson as the Spanish King was an alliance led by the Holy Roman Empire who put forth their own candidate the Archduke Charles, a younger, son of Emperor Leopold I.  War broke out in 1701 when Phillip of Anjou was proclaimed Phillip V of Spain. Joining the Holy Roman Empire in the struggle against Bourbon France and Spain were Great Britain, Holland (United Provinces), and Hesse-Kassel. Bourbon Spain and Bavaria, under Maximillian Emmanuel II, joined France. The war saw great clashes and the emergence of two major military leaders in the cause of the Holy Roman Empire: John Churchill, First Duke of Marlborough who led a small British army over to the continent but won great victories at Blenheim, Ramillies, Oudenarde and Malplaquet and his Holy Roman Empire colleague Eugene of Savory.

More background here: http://www.historyofwar.org/articles/wars_spanishsuccession.html

We also decided (after seeing the extent and possibilities of our map) to include the Great Northern War (1700-1721). and including this conflict allows us to present additional factions and to increase the scope of the mod to cover a very important part of Europe's history and development with the story of Sweden's decline as a great power and Russia's rise. Also a very small Germanic state went from being a duchy in this period to a kingdom and one whose rise would shape Europe over the next 170 years...Prussia.

More information here: http://www.historylearningsite.co.uk/great_northern_war.htm

Our Team:
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Helpers and people we owe much thanks to (This list will be updated from time to time): Auldman, Gabrilduro, Brodan_1, Jackx, Poomtang, Dunde, Specialist, Duh, George A. Custer, Dennis The Great, Amman de Stazia, Bayard-X, Sayd Uthman, Pan-Boroda, Antigonos (help with scenes), Count of Flanders, Mucke, ThaneWulfingham, Caba'drin, Marshal Ney, Rule zum Rabensang, Dellivis, Jaume, Yotam 14, DarthTaco, Bava, Yebenoso, Mad Vader

A WORD ABOUT BORROWING ITEMS FROM THE MOD: Please do not request items until we have released the mod. All items donated to the mod are the property of the mod and cannot be returned.

Credit to OSP Items, scripts, and Tweaks that we have present in the mod
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Mod Details

Taking inspiration from history, our mod is based on Europe, circa 1702, gearing up for, and in the midst of, terrible wars. Drawing on historical documents, city plans, orders of battle, historical figures, cultures, weapons, economics, political disruptions, and the changing tide of life in Europe as the 18th century dawned, we're aiming to make a solid and as-true-to-reality as possible mod.

We will be releasing the mod in phases, with four phases currently planned. The first will be the removal of any and all native Warband content that is not useful nor contemporary with the mod we're making. This will be a fairly straight forward war game looking to recreate the conflicts of the era, putting you in the position of either the commander of a regiment, or a soldier within one. Serve your monarch well and lead your nation to glory, or overthrow it and change the course of history dramatically. Regimental formations, standard bearers, drummers, cannons, completely redone sieges, Vauban-style fortifications, blockhouses, hedgerow battles, and period cities and content will be on the first docket.

After that, we plan to flesh the game out a bit more, adding new quests, sea battles, a life-like mercantilism economy. The subsequent phases will be detailed as we plan them.



Planned Nations:
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National Leaders and Commanders
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Multiplayer
Multiplayer will be done periodically over the releases. The plan is to make the mod for both Single and Multiplayer. Anyone who is particularly proficient and dedicated is welcome to code that part of the mod. Send your requests to me in a PM.




Signatures:
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Partner  Mods:

Renaissance Mod (http://forums.taleworlds.com/index.php/topic,196616.0.html)
1812-1815 Mod by Poomtang  (http://forums.taleworlds.com/index.php/topic,194471.0.html)
1578: Battle of Alcacer Quiber( http://forums.taleworlds.com/index.php/topic,199067.0.html)
L'Aigle (http://forums.taleworlds.com/index.php/topic,195571.0.html)
« Last Edit: August 24, 2012, 03:02:56 AM by celestialred »

celestialred

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #1 on: June 20, 2012, 09:29:04 PM »
General FAQ

1. What happened? Didn't you have another thread?

We did. Our team leader, Auldman, has stepped down. I'm taking over as the team leader. As I could not edit his post and keep updates for us, I had to start a new one. The other one has been locked. I will be migrating all of our new stuff over to this post, so please bookmark this one instead.

2. When will this mod be finished?

We're not sure. We'll give more information on this as we go.

3. "I'm proficient at a modding skill, can I help?"

Absolutely! And we'd love to have you on the team. Experienced, dedicated, novice, and willing people are always welcome, but we do expect you to help. If you're given projects to do, you must complete them. We play games with each other aside from Warband and love to have others around to discuss and bounce ideas off of, so if you're interested, just send me a PM. Coders, texturers and sceners are particularly desired.

4. Is there anything you need help with?

Indeed. Our uniforms and models don't quite match up the standards and quality set by our scenes and scene props. If you would be interested in upgrading our textures, we're more than happy to supply you with all the research and reference material to make that happen. Send a PM to Celestialred if you're interested.

5. Is there another place to discuss stuff?

Yes. We have our own IRC channel, #totsk.

For browsers, use: http://mibbit.com/?channel=%23Totsk&server=irc.web.gamesurge.net

For IRC clients: irc://irc.web.gamesurge.net/Totsk

A free IRC client is located here: http://xchat.org/
« Last Edit: June 24, 2012, 10:14:09 PM by celestialred »

celestialred

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #2 on: June 20, 2012, 09:29:33 PM »
*reserved post two*

celestialred

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[WB] [B] Twilight of the Sun King - Media
« Reply #3 on: June 20, 2012, 09:30:31 PM »
Screenshots

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« Last Edit: June 20, 2012, 09:48:11 PM by celestialred »

von Afton

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #4 on: June 20, 2012, 09:30:45 PM »
My Totsk Village scenes 
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My Totsk Castle scenes
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My Totsk Town Scenes
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http://www.youtube.com/watch?v=yOAT59z9VUg
http://www.youtube.com/watch?v=YwttQbm2R1U
http://www.youtube.com/watch?v=9N2-hFl0vJM
http://www.youtube.com/watch?v=dQePoJwHlmk
http://www.youtube.com/watch?v=06QELdm47QM
http://www.youtube.com/watch?v=qsSyayXelmA&feature=plcp
http://www.youtube.com/watch?v=D5o6Yjq2jY8&feature=relmfu
« Last Edit: August 21, 2012, 08:06:59 PM by von Afton »

Captured Joe

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #5 on: June 20, 2012, 09:33:56 PM »
wut, does Auldman stop?

celestialred

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #6 on: June 20, 2012, 09:36:50 PM »
Indeed. Auldman has quit the team. His reasons are his own. However, I am taking over as leader, so I will be keeping this updated now. The old thread is locked and will have to slip into the void. The mod is still being made, fear not ;).

<3

CR

Volkonski

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #7 on: June 20, 2012, 09:52:00 PM »
Such a shame that Auldman has stepped down, at least he left the mod in very capable hands  :).

celestialred

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #8 on: June 20, 2012, 10:01:59 PM »
Such a shame that Auldman has stepped down, at least he left the mod in very capable hands  :).

Thank you. :)

We appreciate that. We will miss him greatly, but I believe we'll be okay.

<3

CR

Workaholic

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #9 on: June 20, 2012, 10:03:23 PM »
Uh, it seems that women are taking over the world after all. :P
Good luck, I think that everybody's looking forward to seeing this masterpiece finished.

Stevon

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #10 on: June 20, 2012, 10:11:06 PM »
Once again, best of luck! Can't wait! :D

Pundragon

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #11 on: June 20, 2012, 10:26:47 PM »
Very capable hands indeed. Looking forward to the continued development of the mod.

Bluehawk

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #12 on: June 20, 2012, 10:28:32 PM »
It may prove expedient for the leader to do most of the coding.

Antigonos

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #13 on: June 21, 2012, 02:14:58 AM »
In any case, I continue to work and show the preview in Brussels belgium

not yet finished but gives a good overview

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1755 scene Maker

warbandnoob

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Re: [WB] [B] Twilight of the Sun King (New Thread)
« Reply #14 on: June 21, 2012, 02:50:05 AM »
I'm very impressed with your models and period scenes. You might want to scale back your regiment sizes to one quarter of historical size. I don't know if the system can handle a 10,000 soldier army, although it would be cool. I think there was a mod for WFaS that allowed for bigger armies on the map, 500 vs 500 that I think would be essential if you don't want one battle to last 5 hours. One thing I have always found very annoying is that you get 150 men on a map and you have to go through 10 mini-battles before you finish the conflict.

You could just have the organizational units represented by 1/4 of strength. For example 25 soldiers to a company (Captain), 100 soldiers to a battalion (Major), 250 to a regiment (Lt. Col.). You could rank up to recieve the command skill to lead each unit size and only after reaching a full Col. can you lead a small brigade of four to five regiments.

For a game like this (designed for feudal warfare) it will be very difficult to create the game mechanics to simulate the period. I'm sure you have great skills so I wish you all the luck. If you can do it, I applaud you. You might consider a way of getting an entire brigade to move as one unit when on campaign. If you cannot achieve that it will be very difficult to keep the differing units from scattering into the wind when a larger army comes. I have to say nothing irritates me more than when I have a thousand soldiers on campaign divided into smaller units and they all scatter because one of the opposing generals has 300 men and then you end up fighting with only a small portion of your fighting force. For this mod to be effective this will have to be one of the first game mechanic you fixed. I think there was a mercenary mod that allowed smaller units to link onto the army of a Lord, you might look into that as a model for the regiments.

Anyway if you can simulate a brigade then I think you could then have four brigades moving on the map in the form of a division or corp. When two corps clash you would probably just want the fighting to take place in phases. All four brigades would line up on each side to fight each other. In each phase the human players casualties (either to victory or to defeat) would add tactical advantages to the other computer controlled brigades to either increase (add bonuses) or decrease (add penalties) their odds of victory. In this way the human player is only simulated as being in one location at a time and fighting happens in the other brigades concurrently.

I think this would also increase the probability of brigade survival, ie armies could break and run,  or withdraw in order. During the period most armies did not fight to the last man, unless they were significantly outnumbered. Usually an engagement would happen, they would clash, fighting would ensure for a few hour or until dusk and then armies would withdraw, if lucky entact. Very few armies were completely destroyed. Although it was more common to see a leading unit destroyed.

I think on the field the game mechanics would also be very important. You would probably want to set up the means to pass orders to the grouped battalions or regiments, ie you give orders to the commanders vice the individual men. So if you led a battalion you would give orders to four infantry companies or four sqadrons of calvary. This would also play out at the higher command levels. The only time you give orders to individuals would be if you were attempting to rally a fleeing force or if you personally let a company.

Anyway, you all are the experts. I will stop my silly rant. Good luck with the effort. I hope you succeed. I hope you game mechanics are as good as your scenes and models!!! Please suprise us.