Era total conquest3/6/2023 ![]() ![]() ![]() ![]() Linke - Mod lead (startpos, units, buildings/any db, research, merging)ĭontfearme22 - Celtic unit drafts, models, and logo.ĭudewiththefood - UI (unit cards, faction icons) But we should at least have scripts for the Norwegian and Norman invasions (wich will happen anyways but these will time them more correctly). As for the story elements of Charlemagne, the so called "questlines", we unfortunately don't have the skills to make new ones. The tech of Charlemagne will have been largely researched when you start the campaign, but the remainder will take more time. Furthermore, time appropiate features such as war-weariness, the buildings and tech stay, with a few neccesary tweaks. Most of these are based on Charlemagnes style though, the unit rosters for example are for the most part similar to Charlemagnes smaller detailed rosters. That is to say they have new units, generals, icons and so on. The mod seeks to replace the starting map with new factions, that have the corresponding amount of new assets to be time-appropiate. We have for several reasons been limited to around 8 factions (for now), but even wth the Norman-english region bias there is a, big diversity covering the whole map. But apart from these the playable factions cover the entire map, from the Iberian Peninsula, to the Plains of Hungary, Italy's lush pastures and the wooded heartlands of the Holy Roman Empire. The last Anglo-Saxon King, Harald Godwinson and his Norwegian and Norman foes over the Throne of England. Central to the mod is the famous strugle between 1066 is a mod working towards converting the Age of Charlemagne dlc into the world of the 11th century, whilst still preserving the unique and much applauded "feel" of vanilla aoc. ![]()
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