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Cold Evil

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Jul 7, 2005
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dev.evul.nu
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Medieval Mod

This is a project I and fudd_bopo have been working on lately.
The Medieval scenario Time period is between 1400 and 1500 but we had to start it at 1936 because of crashing problems.

What have been done in the mod so fare?
A new grand scenario called Medieval
New AI files
New nation names
A new tech tree
New models
And lots of other fun stuff :D
In a later version there will also be events, Ministers and Leaders.
Thx for reading! :D

Scenario Picture:
Medieval.JPG


The Medieval Scenario Europe Map:
Europemap.JPG


Some Models:
Models.jpg


I will inform about a release later on!

PM or mail me for more Information :D
Medieval.ColdEvil@eurosurf.se

BTW! You can also vissit our Forum:
www.medievalmodforum.webb.se
 
Just to make it clear, the map isn't finished yet and will probably undergo some changes before it's finished, for instance you can see that Africa And other parts are not yet done. :)
 
Interesting - although I'm not sure how suited the HOI2 engine (with its tripartite alliance system, focus on ideologies and annex everything result of most wars) would be for the medieval period.
 
We'll just have to see how it turns out, we're not aiming for a historicaly correct version as we have already kind of dumped the exact dates and such and are instead aiming for what should happen early in the game and such.
 
The Wookiee said:
Hahaha, this looks so awesome, particularly the modified infantryman, now holding a sword the way he used to hold a rifle :rofl:

I've got to try this out!
Well, It's not by far done yet, but we're working on it.
And glad you seem to like it. :D
 
Yup, i just started a scenario and picked out some pictures and put them together, didn't think about it until later and didn't really think it would matter so much but it sure looks strange.
 
What time period does this start in?
 
as far as I get from cold evil's posts it's 1400-1500 (but the date will still read 1936). allthough i ave a feeling it will end in 1418 (when the date will say 01.01.1953 :D )
 
there's the no-time-limits mod. but I think your decision to keep things as they are to be better- the less you change in it, the less it will crash and the less code you'll have to check to find out why it carshed.
 
mib said:
Heh. :cool: Very cool looking.

But we could just play CK... :eek:o

EDIT: Or EU2...

Indeed, EU2 is great, that's why we're using it for the map... most of it at least. But it's a fun thing to do, this mod.

I'd say we skip the no-time limit stuff = less things to download and get working. And even if it did work, time passes a little too slow in HoI2.

It probably won't be really historical either, but we'll try to keep it somewhat realistic at least. :rolleyes:
 
Sarmatia1871 said:
Interesting - although I'm not sure how suited the HOI2 engine (with its tripartite alliance system) would be for the medieval period.

Get the alliances out of the map.
Create two countries that will be existing in ghost provinces and will be completly unfriendly (no willing to trade made policy etc. also some events that will force on player to make peace with them if he will try to make wars to reduce consumer goods consumption).

How did you guys manage terra incognita?
 
Doomtrader said:
Get the alliances out of the map.
Create two countries that will be existing in ghost provinces and will be completly unfriendly (no willing to trade made policy etc. also some events that will force on player to make peace with them if he will try to make wars to reduce consumer goods consumption).

How did you guys manage terra incognita?
I don't think you have to have alliances. take scenario europe (or whatver it's called) for example- there were no alliances (well, there were, but noone was in them, so noone could join them too).