Alcibaides, I had a reply from Robert Plomp about the name change. He said it was not a problem but you would need to PM him yourself to confirm you wanted the name change.
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Moros y Cristianos
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As some of the Artists of Apolyton currently seem to be in a Medieval mood I thought it might be opportune to post a list of some of the units that will feature in this scenario to see if it will inspire Unit ideas by Salaambo/Alcibaides
Units of the Almohads
Almohad Cavalry
Almohad Infantry
Ghuzz Archers
Saracen Raiders
Negro Guard
Assassins
Units of the Taifa of Murcia
Saqaliba
Saqaliba were the Slavic slave class that served as warriors in Islamic Spain but eventually became a powerful and influential political force in Islamic Spain
Balearic slingers
Banu Ghaniya
Christian Mercenaries
Mudejar Cavalry
Assassins
Units buildable by all Christian factions
French Volunteers
Caballeros Villanos
‘Caballeros Villanos’ roughly translates as “peasant knights”, peculiar to Medieval Spain, they were small land owning farmers that also served as ‘Knights’. This is the cheap Knight unit that all the Christian civs can build from the start .
Inquisitor
Pikemen
Crossbow
Longbow
Martyrs
This is the Christian version of the Assassin unit. They are the kind of guys that would try to sneak into a town and open the gate up from inside or some other daring mission.
Castile Only Units
Abulense Raiders
Abulense raiders came from Avila and would raid and pillage enemy territory
Knights of Calatrava
Knights of Alcántara (Only Leon can build)
Castile & Leon can both Build
Knights of Santiago
Aragon Only Units
Genoese Raiders
Gascon Routiers
Units both Portugal and Aragon can both build
Knights Templar
Units all civs can build
Merchants
Rhadanites
Hero Units (each playable Civ starts with one of these, cannot be built)
Yaqub al-Mansur (Almohads)
The Wolf King (Murcia)
Sancho the Hunchback (Castile)
Gerald the Fearless (Portugal)
Fernando Pérez de Traba (Leon)
Nuño Sánchez (Aragon)
Many of these units already exist, but if anyone fancies making one or two of the more obscure or interesting units your efforts would be appreciated! Remember though this version is for MGE as it is being designed for PBEM (initially!).
EDIT: I have just looked through Timoleon's latest batch of units and they do cover a great deal of the list and will be used. I will make a unit grid and past in the ones we have already got covered. Didn't want you to think I was ignoring your effortsLast edited by McMonkey; October 23, 2009, 05:33.
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Hello,
McMonkey I adapted units of Tanelorn for mge. It can be util.
I see more posibles peninsular models in http://www.twfigurines.de/gb/elcid/gb_moors02.htm
and http://www.twfigurines.de/gb/elcid/gb_moors01.htm...
Saludos,
Petit
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Thanks Tim. I will be using a good number of those units. The new Berber ones look ideal. I think there should be enough units available for this scenario. I will get the grid filled out and we can see which areas need improving.
Petit
Thanks for those excellent links, just the sort of guide I'm looking for!
I will be looking for units wherever they can be found. Whenever I find a new unit I put it into my units archive folder. One day this archive will be put into order but for now I have to hunt through looking for units to use or modify. All of your mods are in there somewhere
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Alcibaides
Would it be possible to use the attached png to plan out the tech tree you want (names of techs, effects, units appearing etc... but not the prerequisites) as well as any alterations (branches off for Civ specific techs). Feel free to cut and paste as much as you need to to get what you want. I will then take your tree and build it in the rules file. I think this will be better for you to specify how you want the tree to flow as you know what you want from the scenario.
Do you know the effects of all the techs? If not you can check this guide: Tech property guide at Cradle of Civilization. It is for ToT but I think that most of the effects are the same in MGE.
Also, would it be possible to send me a zipped folder of the scenario so far so that I can familiarize myself with the game and test out the units file.
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Sorry I have been sleeping on this...
Originally posted by McMonkey View PostAlcibaides
Would it be possible to use the attached png to plan out the tech tree you want (names of techs, effects, units appearing etc... but not the prerequisites) as well as any alterations (branches off for Civ specific techs). Feel free to cut and paste as much as you need to to get what you want. I will then take your tree and build it in the rules file. I think this will be better for you to specify how you want the tree to flow as you know what you want from the scenario.
Does it have to be structured exactly like that? I.e. do we have to have exactly 7 starting techs? Why does each box have 3 lines? What goes on each line?
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Ok, attached is the tech tree.
I built it using the free online mind mapping software at bubbl.us
The top of the table shows those techs that all the civs can build (Those beginning with Medicine, Craftsmanship, Royal Mint, and Overland Trade).
Below that is the Christian only tech path (we will begin the scenario by giving each of the Christian civs the "Christianity" tech, which is not researchable).
And below that is the Islam only tech path.
Note that I have not included the techs that are used to manage civ-specific units because I do not know the best way to do this. I note that sometimes techs are used to allow civs to build units and sometimes techs are used to prohibit civs from building units (i.e. "No Russian" in Rise of the Dictators). This is where McMonkey comes in and sorts that part out....
Also note that on the tech tree, I have not included which units, improvements, and wonders are included. This is because the bubbl.us does not allow you to insert text under the title of each bubble (as far as I know..). Therefore I will include that information at a later date. But I already have a pretty good idea where I want to put those. Some of it should be pretty obvious.
I think there is still plenty of room for additional techs, for example, we are missing any naval techs to allow civs to build better ships. Though this game is primarily land based, there will be some oppurtunities for civs to expand overseas (i.e. Balearic Islands), so some thought should be put into this....Last edited by Salaambo; April 8, 2010, 11:14.
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That's great. As soon as I have my PC up and running again I will start the building process. The two most tricky parts are using the twice removed techs for nation specific techs / units etc... The other part is using the right techs in the right slots as many have hidden effects such as reducing trade effectiveness and changing barbarians. Planning out the tech names and order is also a hard job but it looks like you have done a good job there. Attaching units, improvements and wonders is easy peasy and you can swap them around easily too.
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I really need to get on the case with this (mostly the tech tree) but lately I have been busy and feeling pretty tired and unmotivated. It is a good idea though and we (Alcibaides and I) should get on with it soon. I saw a good documentary on Channel 4 On Demand (Bettany Hughes Ancient worlds: When the Moors ruled Spain) about the Moors in Spain and the wonders of Granada. Inspiring stuff!
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