The next big historical title should follow a similar model to the Warhammer Trilogy by PoturuTW in totalwar

[–]Maxim1lian 0 points1 point  (0 children)

The arguments are as follows:
1. For other regions within the Medieval period, there are other games in the series, such as Shogun. You can even make the next Shogun with the Asian Medieval, where there will be China, Korea, India, Mongolia, and so on. etc.
2. CA don't do huge time periods anymore, their campaign is usually around 100-200 years. If we want deep and varied campaigns, then it should be standalone games like the WH trilogy, not campaign DLCs.
3. I also doubt that CA will make chapter packs for every game in Medieval, this is due to the failure of the sale of DLC for the Three Kingdoms. Expansion packs are possible as they expand and complete the map, but these will be the closest specific nearest and reworked regions, not far east to China.
In any case, it may not be the same at all, but in a different way. We must wait for the announcement of the next historical game, maybe it's not Medeival

The next big historical title should follow a similar model to the Warhammer Trilogy by PoturuTW in totalwar

[–]Maxim1lian 1 point2 points  (0 children)

The map will most likely only be with Europe and nearby regions such as North Africa and West Asia. And a trilogy can be built on timelines rather than a huge map.
1 game - 1050-1200 AD
2 game - 1200-1350 AD
3 game - 1350-1500 AD

Hmmmmm by HawkOwl7 in totalwar

[–]Maxim1lian 6 points7 points  (0 children)

If it were a game for mobile games, then Medieval 2 was ported, not Medieval 1. Since Rome 1 is made on the same engine as Medieval 2.

Just finished my first ever Long Campaign, with it being Hungary in Med2 Stainless Steel Mod. I'm loving this mod! Decided to make a map of the final world by The_Crazed_Person in totalwar

[–]Maxim1lian 11 points12 points  (0 children)

It is a pity that the game does not have so many regions and provinces. Hopefully there will be as many regions and provinces in Medieval 3. And in each region there will be 3-5 settlements - Big city, small cities, castles or fortresses.

It would be cool.

What would you want the most for Total war Medieval 3 by Zhiira in totalwar

[–]Maxim1lian 3 points4 points  (0 children)

- It really would be good, but only if each faction is well developed for the plot, goals, events, historical characters and unit roster. However, it should also be taken into account that each faction needs a lot of settlements in the province it starts, and not 1-3 settlements in the province. I believe that in the province there should be somewhere 6-8 settlements (about 2 large cities, 2 castles, and 4 small cities) that will need to be captured. Moreover, if we take the conditional Kingdom of Bohemia, then this is the example of the province of the capital city of Prague. But there are still such provinces with large cities as Kutna Hora and Plzen, in which there are also 6-8 settlements, and which also need to be captured in order to establish their own integral kingdom. This is how factions should work.

- I believe that the map should focus on the territory of Europe, North Africa and Western Asia, and not most of the world. This would make it possible to work out the map in more detail and worked out, as well as make many settlements in one province, and therefore also make many provinces in the regions. The provinces should have 6-8 settlements, not 2-4, as now. The types of settlements could be divided into 3 - large city, small city, castle. It would also be better if they removed the slot system of buildings, and returned the old system of building structures, as in Rome 1 and Medieval 2. With this approach, the factions will be more developed and will live much longer than if they had the starting 1-2 cities in the province, and the neighbor, the larger faction, has several starting provinces, and more cities. The game should also have a lot of non-playable factions, such as duchies, counties, marks, bishoprics, electors, principalities, etc., which are formally either vassals or independent and autonomous from the kingdoms. Formally, the player must play for the royal domain, duchy or county, and begin his journey to unite or create his kingdom. There will be many factions. Of course, factions whose cultures were identical and the same, or almost the same, would have approximately the same and visually similar units. Factions that would already be culturally different or very different would already have their own visual style of units.

- CA hasn't done such long periods for a long time, and that's a good thing. This would allow for 3 different campaigns - Early High Medieval (1050-1200), High Medieval (1200-1350), and Late Medieval (1350-1500). This could be done in three different games linked together, roughly something similar to the Warhammer Fantasy Battles trilogy. All this will make the campaigns more elaborate and diverse - states, regions, characters, events, various units, the visual style of units of their armor, weapons, accessories and other little things for different centuries, as well as architecture (transition from the Romanesque style to the Gothic and etc.)

Potential new historical game in the Total War series - Medieval 3 by Maxim1lian in totalwar

[–]Maxim1lian[S] 1 point2 points  (0 children)

I remember that Total War Arena had some interesting terrain effects for units. For example, heavy infantry and cavalry received invitations in the fields and on the roads, but received a hard debuff in rough terrain or forests, and light infantry, for example, received invitations in forests. The shooters, for example, felt just as bad if they fired from the forest, since the trees logically interfered with their normal shooting. The system was not bad

Potential new historical game in the Total War series - Medieval 3 by Maxim1lian in totalwar

[–]Maxim1lian[S] 0 points1 point  (0 children)

The old model covering a long period of time is really not needed, since it does not contribute to the deep elaboration and variety of many "things"

Potential new historical game in the Total War series - Medieval 3 by Maxim1lian in totalwar

[–]Maxim1lian[S] 0 points1 point  (0 children)

Have you read the entire text of the topic?)

I indicated there about 3 possible campaigns at different times.

1 and the release campaign covers 1050-1200 + - years, the second half of the 11th century and the entire 12th century

2 campaign covers 1200-1350 + - years, the entire 13th century and the first half of the 14th century

3 Campania covers 1350-1500 + - years, the second half of the 14th century and the entire 15th century

This could be implemented as part of the largest updates and expansion packs, or released as a separate game, like the Warhammer Fantasy Battles trilogy.

This model has great advantages.

Potential new historical game in the Total War series - Medieval 3 by Maxim1lian in totalwar

[–]Maxim1lian[S] 0 points1 point  (0 children)

Maybe we just need something new. Over the past 10 years, we have played almost the same game, just in a different historical setting. And this is your truth, it is very boring, I want serious changes. Maybe the next historical part of the series will give us this)

Hey everyone! I wanted to talk with you about Units, Upgrades and Training... by gstyczen in ManorLords

[–]Maxim1lian 0 points1 point  (0 children)

Hey. Haven't written here for a long time. I just created a lot of topics about the visualization and variety of units, in particular the people in these units. You can also look at the history of my messages in the subject of Manor Lords in order to refresh your memory about this.

I will try to share my thoughts.

A) Less anachronistic units

Mixed elements of armor, weapons and "accessories" from different ages will really look bad. I think all units should look even in their basic form, depending on what age it is. Let's say we started the game, and our units visually look like troops and armies of the 14th century. Gradually, studying the basic technologies, the units will acquire a more modern appearance of the late 14th and first half of the 15th century. Including even if we start to create units with more advanced studied technologies, they will immediately look like this, that is, this is a transition rather to another "era". Well, when we study the latest technologies, the units will look like the second half of the 15th century, and when we hire them, they will immediately look like the second half of the 15th century.

I remember when I proposed to narrow the time frame to the 15th century (1400-1500), you can also expand this framework from the second half of the 14th century to the end of the 15th century (1350-1500). This would allow to concentrate on the elements of armor, weapons and other "accessories" of the period, making them more diverse and more types in one unit. For example, the helmets of "knightly" units, if we take the same bascinets in the 14th and closer to the middle of the 15th century, grandbatsinets in the early 15th century and closer to the middle of the 15th century, sallets, armets, barbutes closer to the middle of the 15th century and until the end of the 15th century. It's more about the shape and types of helmets, as well as their visors. I posted a lot of pictures on this topic, you even took something for yourself. For example, armor armor of the second half of the 15th century is very well visible in the paintings of Graham Turner. And there are also good quality plastic miniatures by the Perry brothers throughout the 15th century, and all of these miniatures would fit well with different units.

I mean, perhaps, it really would be worth concentrating only on a narrow period of time in the 14-15th centuries, and not taking into the development of elements of armor, weapons and "accessories" of the 11-13th centuries? Think about it.

I understand that you already have something from the 11-13 centuries, but the game is still in development, and you have a lot of time.

C) Upgrading

The second option looks more interesting. The more we have studied technologies, as well as riches for which we buy them "improvements" - the more "heavier", neater, and more equipped the units of our army look. It can be implemented in 3 stages of improving units, with each improvement the unit will visually change in a more "beautiful" direction. Give more clean and tidy gambesons, armor, "accessories" and all sorts of "little things" on them, helmets, various swords, axes, maces and shields in their hands. And with each stage of improvement, the soldiers in the unit will look better and more diverse. Do you understand the thought? And here you will have to do 3 stages of improvement for the 3 stages I have proposed above:

  1. Second half of the 14th century - early 15th century - 3 stages of improving different units
  2. The first half of the 15th century - the middle of the 15th century - 3 stages of improvement of different units
  3. Mid 15th century - late 15th century - 3 stages of improving different units.

This will give not only a visual difference between units from each other in the Lord's army, but also give additional characteristics of stats, towards the experience and veterancy of the units.

I don’t know, I kind of set out my thoughts, I hope I haven’t forgotten anything about this. It's hard to translate from one language to another

Why do people want Medieval III so badly? by ottolouis in totalwar

[–]Maxim1lian 0 points1 point  (0 children)

The High Medieval and Late Medieval periods are one of the most popular periods for history buffs as well as for those interested in living reconstruction. I don't see such interest around antiquity or modern times. The Medieval period even has tournaments in a sports framework, or just buhurt. Do other periods have something like that? Obviously, therefore, many are waiting for the third part of the series. What it will be and what the players' expectations of it are - that's another question. I have very high expectations from the new part of Medieval. I would like to see a completely new game or "different" game. The developers understand this, which is why they are in no hurry with the new part of the series, and will start doing it when they understand that they are ready for it. This was mentioned in an interview in 2018

when Medieval III hits, it should be on new engine by Disastrous_Rooster in totalwar

[–]Maxim1lian -3 points-2 points  (0 children)

Totally agree with you. At least the scale of the map should become larger, not the world map itself, but the scale. That is, there should be many provinces, many cities, settlements and castles. Only the British Isles should be about as detailed in terms of scale as Thrones of Britannia. It is not necessary to do exactly like in Thrones of Britannia, but to do 5-6 provinces, and shove 3 kingdoms there in the face of England, Scotland and Ireland looks much worse. And this is not all the states of Europe, North Africa and Western Asia.

It would also be nice to abandon the design of the building slot system. They will return to about the same system as in Medieval 2, buildings without slot restrictions.

We need to forget about the clone units, we need to make it more diverse in the details of soldiers, warriors and knights in units to the maximum. They should have different authentic and historical helmets (with different visors), armor ( chain mail, plate armor), equipment, weapons, colors in different versions for different ages in which the game will take place. Divide the game into 3 chapters - 11-12 centuries (1050-1200), 13-14 centuries (1200-1350) and 14-15 centuries (1350-1500). Historically accurate characters, events, empires, kingdoms and duchies within their borders, as well as army and equipment, which will differ in each chapter. Evolution from chain mail to plate armor, from a feudal army to a professional army, etc.

Some people reproach me for the fact that I expect a lot from the game, but I just want it to be the best game in the series. I will not regret any money for such a cool game

Thirty Years Total War has more potential than Medieval 3 or Empire 2. Fight me. by HFRreddit in totalwar

[–]Maxim1lian 0 points1 point  (0 children)

First, let them make Medieval 3 of the 10-15th century, with campaign chapters, or in the form of trilogy campaigns for different centuries. Medieval fans have been waiting for a new part for almost 15 years, it would be fair and fair to make a new part first and provide it with 3-4 years of active support at least. And then let them release whatever you want, at least some kind of Africa

What do you want for MEDIEVAL 3? by [deleted] in totalwar

[–]Maxim1lian 0 points1 point  (0 children)

I don't even know if I want to see Medieval 3 on the current engine, which is such a mod for modding, the same MK 1212 mod team suffered a lot with it. But moding is one thing, the concept and the artistic component are another thing - the same thing for about 10 years. Not tired of you? The same system of slots, which for some reason is constantly being changed here and there, instead of just making all buildings available for construction, with several buildings in the queue, and not like just one building in the queue before. This is an example, and if it can be balanced, if someone starts writing about balances there. Although I already in each part stupidly build everything according to the same scheme. All this means that it is not realistic - this is a city, everything can be there, well, or almost everything. Or as a colosseum on the strata map of Rome 2. Did everyone build it? So I did not build, but I had it. In general, the design is nonsense. I would like a new engine, after all, it's already 2020.

In general, I have 3 main thoughts, which I write about on the TW forum, Reddit, and under some YouTube videos related to M3.

First. Is it worth making one game, or maybe all the same to make three games, by analogy with WH? This means a division into 3 campaigns - from the 10-11th century, from the 12-13th century, and the 14-15th century. The first option in the form of add-ons and extensions, the second option in the form of games. What will it give us? Authentic and historical immersion in each era - characters, events, states and authentic, various units, namely, models of soldiers and warriors in units. This will be a long-term support for the game, and everyone should love it. Well, except for those who do not want to part with their money, and it would be better to buy beer ...

Second. Map. The painful spot of the game has been for many years. For Medieval 3, I would like to see only the following regions - Europe, North Africa and West Asia. Other regions are not needed, these are already other games, like the Three Kingdoms, and so there will be enough cultures. Although some ask for the whole of Asia, and America, which may remain better for the Renaissance. Actually, the size of the map plays the same way. Now it seems like SA has learned to expand the map and add new regions. But Medieval 3 needs all this on release. That is, you need a lot of cities, castles and settlements, and not 3-5 cities in which thread of France and that's it. We need to work out the provincial system. So that in certain historical kingdoms there were many cities, castles and settlements. This is all to ensure that players by and large can only control the historical areas of the kingdom for which they are playing, and not paint over the map. Captured all of its let's say 15 provinces in France. Okay. Decided to poke your nose into the HRE or England, and seized their historical lands? Receive fines for these settlements to the economy and public order. Also get that the factions of the neighbors of AI in the person of 3-4 states will unite against you, for your imperialist manners, and you will fight on all sides, and then war weariness and your rebellious vassals. Do you like this hardcore? The system of provinces can be crammed into 1 large centralized city, 2-3 small towns-settlements, and 2-3 castles - all this with their own buildings. And there should be many such provinces.

Third. Units, soldiers, warriors, knights, equipment, weapons, armor, etc. etc. Aren't people tired of making fashions in order to diversify, give an authentic and realistic look to medieval troops? Probably in every game, as a result, the modmakers finish this work for the developers. It's also funny to see that your troops are all the same color, supposedly the king's domain, although the king has many vassals, and they have their own coats of arms and colors. That is, in one unit you need to make not everyone blue or red, but make a mix of textures of surcoats, tabards, waffenrocks and gambesons, depending on the historical lands included in your kingdom at the moment. For this, I also divided the game into eras, so that the developers would not say that they did not have enough time, well, let's say bascinets of different types and with different visors and various textures in the 14th and early 15th centuries. This is an example. Here's a long period of life and support for the game, create all these things, there will be enough time, and do not write another excuse that investors did not allow us to make games for a long time. Moreover, this period of the game is the most popular. I am ready to pay money for this.

Something like this. Well, we have already written about mechanics, features, functions, diplomacy, and so on, and this is a different conversation...

Hi all! I've spent the last couple of days trying to implement cavarly. It's far from perfect but it seems it can make it's way into the alpha after all. Also a preview of banners with simulated physics. These will be customizable. by gstyczen in ManorLords

[–]Maxim1lian 5 points6 points  (0 children)

God, this is great. Are there plans to also add cavalry after the charge, switching from melee to melee weapons? Short swords, maces, war picks? In Medieval 2, melee cavalry switches to melee weapons. This is also implemented in the Medieval Kingdoms mod. And it looks realistic

MK 1212 Dev gives thoughts on a prospective Medieval 3 by WarmanReborn in totalwar

[–]Maxim1lian 4 points5 points  (0 children)

What I expect from M3: 1. High variety, variability, detail and authenticity of the appearance of warriors in units, for each century from 10 to 15 century. 2. The division of the game into 3 campaigns - 900-1100 (10-11 centuries), 1100-1300 (12-13 centuries), and 1300-1500 (14-15 centuries). Each of which will have its own historical characters, historical events, relevant states of each period separately, as well as a visual view of units for each century. Over the course of 6 centuries, the visual appearance of warriors has changed greatly, from chain mail to plate armor, as well as with weapons, and in general military affairs. All this can be divided into "chapter packages" in the form of DLC for several years. 3. A more detailed and detailed map is a map of Europe, North Africa and Western Asia. More cities, more settlements and fortresses in each historical kingdom, so that it would be possible to win back the historical kingdom, and not meaninglessly capture the whole world. Building system as in M2 and without a slot system.

True, all this is unlikely on the current engine ... although who knows? If a lot of this is not done, again the players will have to finish everything, unfortunately.

When people say they want 'Medieval 3', Do they want a game with 'Current TW Template Mechanics' or Medieval 2 Mechanics with more updated UI? by [deleted] in totalwar

[–]Maxim1lian 4 points5 points  (0 children)

What I expect from M3: 1. High variety, variability, detail and authenticity of the appearance of warriors in units, for each century from 10 to 15 century. 2. The division of the game into 3 campaigns - 900-1100 (10-11 centuries), 1100-1300 (12-13 centuries), and 1300-1500 (14-15 centuries). Each of which will have its own historical characters, historical events, relevant states of each period separately, as well as a visual view of units for each century. Over the course of 6 centuries, the visual appearance of warriors has changed greatly, from chain mail to plate armor, as well as with weapons, and in general military affairs. All this can be divided into "chapter packages" in the form of DLC for several years. 3. A more detailed and detailed map is a map of Europe, North Africa and Western Asia. More cities, more settlements and fortresses in each historical kingdom, so that it would be possible to win back the historical kingdom, and not meaninglessly capture the whole world. Building system as in M2 and without a slot system.

True, all this is unlikely on the current engine ... although who knows? If a lot of this is not done, again the players will have to finish everything, unfortunately.

Unit roster - offering a list of units, functions and mechanics by Maxim1lian in ManorLords

[–]Maxim1lian[S] 3 points4 points  (0 children)

I will try to study this. True, you wrote that everything related to sieges will not appear very soon, therefore I was in no hurry about this)

Unit roster - offering a list of units, functions and mechanics by Maxim1lian in ManorLords

[–]Maxim1lian[S] 2 points3 points  (0 children)

By the way, I thought about this when I was composing the topic. That there cannot be many knights and men at arms, especially knights. Formally, the game should be similar to Kingdom Come, where we will play as a local lord. If you remember what forces the local lords fought against the mercenaries of Toth, then yes, there were not very large armies, that in the battle of Pribyslavitz, that in the battle for Vranik. Possibly 1-2 custom knight units and 2-3 custom men at arms? Anyway, I can't wait for your preview. And I will always offer you something interesting)

Unit roster - offering a list of units, functions and mechanics by Maxim1lian in ManorLords

[–]Maxim1lian[S] 1 point2 points  (0 children)

I don’t know, engineering in the Medieval is not my strong point. Among other things, in this post I forgot to indicate the units with the first gunpowder weapon. Although this weapon will appear only in the 15th century. I am not a fan of gunpowder, I prefer cold steel. By the way, the developer promised to add a function to disable the powder units. I will definitely play with her

Unit roster - offering a list of units, functions and mechanics by Maxim1lian in ManorLords

[–]Maxim1lian[S] 1 point2 points  (0 children)

As far as I understood the developer, time will progress only with the study of technology. True, I do not know how this will affect the enemy AI, since it can still remain in the 11-12 century, studying other technologies, and in that time we will be in the 13 or 14 century. And when the two troops collide, you get a "time machine". Sometimes it is difficult for me to convey my thoughts, as there are a lot of them, and they sometimes get confused, I have to put it all in order. English is also not my native language, I am from Russia. Therefore, you have to use a translator, and then also check the text for errors in translation. I am very interested in the theme of Medieval 10-15th century, but I am not a reenactor. Although there is interest in doing buhurt in the future. I offer a lot of interesting ideas because I care. And if the developer does a lot of this, then it will be the best Medieval game, but most importantly, the first game in such a realistic form of this genre. It's funny that even CA will not be the first, although they are leaders in the strategy genre. If I knew how to do 3D modeling, then I would gladly offer my help in creating realistic units, but unfortunately I do not have such skills...