(Personal Mod): Britannia Wars

正在查看此主题的用户

状态
不接受进一步回复。

kalarhan

Python Saint
Count
Howdy,

Bannerlord is not coming any time soon (or so it seems). So it is time to revisit Britannia!

After some interesting feedback on my last project (link) I decided to try this community as well.

What it is: personal mod; complete overhaul (not a tweaked/different version of VC, its a new game)

Setting: 5 to 10th century AD Britannia. From the Britons wars to the end of the age of vikings. Mod will be divided in chapters, each one with its own rules and gameplay.

General elements: strategy (campaign) + action (army combat). Its not a 4x. It is not a RPG. It is not a trade simulator. It is not a walking simulator. Think: Total War, CK2, HoI, EU4, ... Don't think: Native, VC, mod XXX

What do you need: suggestions for reference sources (documentaries, books, movies, tv shows). Suggestions on gameplay mechanics/features from strategy games, like: manpower.
PM or reply to this thread

Plan: research on Feb, coding in Mar-Apr, conquering Britannia (playing it) after!

Chapters:
I will update this in the future, here is a small sample. The general idea: it will follow the story of a Saxon family (royal) until the unification of England. It will be based in real history, but not follow it to the letter. Light fantasy elements will be present. It will include references/characters/events from myths or literature (example: Saxon Tales and Uhtred; king Arthur; ...)

  1) Chapter 1: Survival of the Fittest
      5th century. Roman Empire has left Britannia. Pagan barbarians are threatening the weaken Britain (remnants of romans and celts from the old empire province). Economy has collapse. Currency is gone.
      The last hope: hire germanic mercenaries to fight in the wars. But what will happen when the money runs out? How to trust the pagans after they enter the territory?

      Basic features: no player party (manual control). You start as a mercenary captain fighting in several battles. With victories comes renown and money. Your noble blood (son of a Saxon chieftain) and your courage inspire more people to join your ranks.

  2) Chapter 2: Dark Ages
    5th century. After years fighting as mercenaries comes the betrayal. Germanic tribes (Saxons, Angles, Jutes, Frisians) invade Britannia. Can you lead your forces and secure your place in history?

    Player is fighting in a limited area (South England). It will see notifications of events from other parts, but won't travel outside of it

    Basic features: no player party (manual control). You are leading a military campaign with other Saxon leaders in the South of Britannia. Your decisions will lead you to become the king of Wessex, Sussex or Essex. How will you treat the Christians Britons?


  10) Chapter 10: England   

    Basic features: Manual control of player party. Scripted diplomacy with player decisions. Lead Wessex and conquer back all territories from the Danelaw. Defend against raids and invasions from the West and North. Unify England and become its first king.


FAQ:
1) Is this a submod of VC?
answer: technically yes, as I will use the assets (items, maps, ...). But it won't share most of the game code (Native or VC)

2) Is the feature XXX from Native on it?
answer: probably not, or on a very different way

3) Is the feature XXX from VC on it?
answer: probably not, or on a very different way

4) So can I get married? Join a pretender? Buy new swords? Fight in a tournament? Become marshal? Fight bandits for xp?
answer: see (2) and (3)

5) Where do I download it?
answer: it doesn't exist yet. And it is not planned as a public download.
 
Wow :smile:.

I'm curious about the first section, when you say "With victories comes renown and money", what would the player actually be able to spend that money on?
 
kraggrim 说:
what would the player actually be able to spend that money on?

the campaign will take place around 500 years of history, but it is not linear. Some chapters may take days/weeks/months, while others will take decades. The actions and decisions from one chapter will affect the next, in a simple by powerful way.

Example: your level of success on chapter 1 will define your skills (abilities), what companions you will get and how many soldiers you will have on chapter 2.

When I say things like: No RPG, it means there is no level up or skills screen. Chapter 3, when you play a descendant (eg: son/grandson), will have the level/skills/weapon abilities depending on your decisions from chapter 2 (think CK2 and training your kids)



I watched the BBC documentaries about "how celts saved Britain". They are not neutral at wall (Rome and Christianity is the light, pagans are darkness are bad), but I got a interesting list of events to add to those centuries  :mrgreen:

Another interesting was about Picts fighting style (noble army, trained from childhood, light infantry, lots of cavalry, ambush style, etc). As I want fewer factions, but very different fighting styles, this looks promising. I need a unique style for Saxons, Angles, Welsh, Britains, Picts, Norseman and Irish.

Cheers

 
Thanks for the suggestions and PMs. February will be a fun month to read the books/sources, and to watch the documentaries and a few movies.

I am even considering moving my modding tools to version 3.0, it would be a good time to extend my companion app (external game UI) and add some new features for my modding language  :mrgreen:

Cheers!
 
状态
不接受进一步回复。
后退
顶部 底部