Game Design and Project Resources: The Workshops Quarter => Total War Mods - The Engineer's Shed => Mods, Maps & Game Add-Ons - The Bazaar => Rome: Total History => Topic started by: ahowl11 on June 09, 2013, 07:01:45 AM

Title: Mundus Magnus 7.0 Gold
Post by: ahowl11 on June 09, 2013, 07:01:45 AM

If you have noticed I have come out with new versions for the Mundus Magnus Map, you can find that thread here. Those mods were pretty simple and kept it very vanilla like, I didn't use hardly any new units.

Now Mundus Magnus is in for a big upgrade!

Here is a combined list of all the features that I plan on implementing into MM, some are from previous versions.

- An upgraded map will be used, made by Philadelphos, this map in my opinion is one of the most historically accurate maps made for the RTW engine. It will feature historic road systems, mountain ranges, settlement positioning, coastlines, and rivers!

- Along with this map will be a historically accurate setting. Family trees, faction positions and scenarios. The main campaign will start in 280 BC, Pyrrhus will be looking to conquer Italy, Antigonus will be looking to unite Macedon, Pergamum will begin it's time as a Kingdom, and the Galatians will be looking to settle somewhere.

- The faction list will consist of:
1. Rome
2. Carthage
3. Macedon
4. Seleucids
5. Ptolemies
6. Parthia
7. Pontus
8. Armenia
9. Numidia
10. The Greek Cities (Representing Sparta, Athens, Rhodes, Syracuse, and Massilia)
11. The Hellenistic States (Representing Epirus, Pergamum, Cyrene, Bosporan Kingdom, and Bactria)
12. Eastern Kingdoms (Representing Bithynia, Cappadocia, Atropatene, and Nabataea)
13. Gauls
14. Germans
15. Iberians
16. Getai (Replacing Dacia)
17. Sarmatians
18. Illyrians (Replacing Thrace)
19. Celtic Tribes (Representing Britons, Belgae, Celt-Iberians, Noricum, Tylis, and Galatians)
20. Roman Rebels
21. Rebels

There were two major factors that helped me shape the faction list. One, I wanted all the smaller kingdoms to be represented by something other than Rebels, and two I wanted to break the mod up into separate major campaigns spanning from Alexander to Trajan. Now, will it be possible to do all of this? I don't know for sure yet, but it seems like I can work with this.

- With an updated mod you need new units, and MM will have plenty of them, whether they are made new or come from other vanilla based mods, expect many new units. Each faction will have historically accurate rosters

- An AOR system. AOR stands for Area of recruitment. For example, Carthage will have access to Libyan Spearmen ONLY in Africa, not anywhere else since historically Libyan Spearmen were from North Africa.

- Environment Upgrades* I am going to see how RS2 environments looks like with the units, if it's good expect it, if it's not expect upgraded vanilla environments

- New Wooden Walls. They will be tier 3 as Epic Stone Walls have been removed. These walls are courtesy of Diadochi Total War.

- Misc. Mods such as Better Water, Projectiles In ground, Resef's animations pack etc will be implemented

- New textures for the Campaign Map

- New Faction symbols

I do not have a lot of visuals to show you, but the more I can put in the more I'll be able to show, so stay tuned! Feedback, questions and suggestions are welcome.
Title: Re: Mundus Magnus 7.0 Gold
Post by: ahowl11 on June 11, 2013, 03:53:50 AM
I have implemented RS2 Environments and they are beautiful! Right now, I am kind of stuck on what I want to do. I still have not received the map from Philadelphos, so I could probably start adding in new units but we shall see. I wish I was good at modelling, or I had a modeller who was around all the time to work on this mod with me because I have a lot of ideas for unit concepts. So if you can model well, let me know. Until then I will probably just use existing units from other mods.
Title: Preview Screen Shots
Post by: ahowl11 on June 11, 2013, 04:02:07 AM
Here I will be posting screenshots of the development of 7.0 Gold.

Here are some screens from a battle between the Germans and a Post Marian Army.
Title: Re: Preview Screen Shots
Post by: Jubal on June 14, 2013, 01:47:52 PM
That's really impressive! The scenery looks a lot prettier than regular RTW for sure.   :)
Title: Re: Preview Screen Shots
Post by: ahowl11 on June 14, 2013, 11:20:57 PM
Yes, and the lighting of the units is good as well!
Title: Re: Mundus Magnus 7.0 Gold
Post by: Jubal on July 09, 2013, 09:31:22 PM
Any news on progress?  :)
Title: Re: Mundus Magnus 7.0 Gold
Post by: ahowl11 on July 15, 2013, 04:57:29 PM
Yes, I am working on a big project for Rome Total Realism, and a map is currently being made. It is almost finished, just needs a few more revisions before release.

This map is based off Mundus Magnus but it has been edited so much that it won't even look the same. This is the map that will be the base for the mod.

At TWC there are compliants of many CTD's stemming from the descr_victory_condtions and then there are random CTD's as well. I think I will start from scratch to see if I can avoid the CTD's.

This means I need to go over factions to find a solid faction list. That should be fun as always ha.

I'm also going to keep the fell vanilla still. I planned on adding RS2 environments but it really just makes everything look weird with the vanilla unit textures.
Title: Re: Mundus Magnus 7.0 Gold
Post by: comrade_general on July 30, 2013, 05:47:22 PM
So you're going to change the faction list then?
Title: Re: Mundus Magnus 7.0 Gold
Post by: ahowl11 on July 30, 2013, 07:32:03 PM
Yep, but not yet. I can't make a decision on the list yet.
By the way. This thread is now closed because 7.0 would have been a continuation of the old Mundus Magnus.
Mundus Magnus Elite is now the new version.
Title: Re: Preview Screen Shots
Post by: ahowl11 on July 30, 2013, 07:35:36 PM
Old news that will not be implemented. Closed.