Enter the age of many crusades and early civilization as the Valiant king Gabriel Dardanis the first (GDI) or as the traitorous Baron Hodsworth of Noddingen (Nod) as they set about to conquer the world; for the greater good of mankind. with the production from a lonesome man, Combine: the developer of this mod, constructed this using the Tiberian Dawn mod and used maps to advertise the idea that a 'medieval style' game in the format of TD; with units voice acted by yours truly: Flamewh33l. Game has been tested by multiple people in order to assist in 'Balance change' and steady progress is being made. This mod takes inspiration from: Stronghold (overall basis), Age of Empires, Age of Mythology, MegaGlest and Total War: Medieval

Post news Report RSS Why is our mod unique?

Scrapping up some ideas that you may have with Medieval Warfare. :)

Posted by on

Welcome folks to the Mod called ‘Medieval Warfare’ where I will go over the general gameplay style and difference toward OpenRA’s current Mods and why we are so unique.

OpenRA 2017 04 11T204848024Z

Let’s start with the ‘Civilian populous’ as our first unique piece of work; as you build Shacks and Large Huts, none-playable units called ‘Peasants’ will appear; these along with the buildings will provide you the power (or ‘Manpower’) in the game, the more housing they have, the better your village will be. Several buildings also have special units that will be produced, these being: Commanders (from having a Barracks and Stables) which defends the village, Treasurer (when your economy is thriving) will start taxing local Peasants, Labourer (random from a Siege Workshop) will build aesthetically pleasing scenery to make the village more alive, blacksmiths (random from Smith) are cosmetic like peasants, Nobles (random from Castle) are cosmetic like peasants and Landlord (random from Castle) currently is cosmetic but will eventually have a special ability (maybe they charge tax on the shacks for a small money boost while Treasurer deals with the other NPCs). You may also see in your village random farm animals marching around, these are just around to enliven the village up (assuming you take the time to look at your village as it grows and develops).

OpenRA 2017 04 11T205225185Z

Our second uniqueness comes from the reimagining of units and visuals: every unit behaves differently to being ordered around and each unit fights with its own differences; be it by sword and shield or by halberds and pikes; magic or physical; siege weapons or mystical beasts. You choose how your battles are to be fought as you join the ranks of either the great King Gabriel Dardanis the first (GDI) or as the evil Baron Hodsworth of Noddingem (Nod). All structures in the game are made completely by hand with ideas coming from what they look like in other games.

OpenRA 2017 04 11T205235973Z

The third uniqueness comes from the multiple resources available in the game; you start off with crops and grains (think of this like a harmless green tiberium from the C&C mod) which requires a Windmill in order to harvest them, this is although the worst money grab, it’s renewable. Lumber is the next material (this is like your harmless blue tiberium), this is obtained via a lumberjack going around, chopping down trees surrounding the sawmill that the lumberjack lives in (and no, we couldn’t put in the ‘lumberjack song’ as he chops down trees); you can also focus fire on trees and this will result in ‘tree felling’ and your farmers will gather the wood that comes from it. Next resource that renewable is Iron Ore, this requires the Ore Refinery in order to smelt this into credits (another form of harmless green tiberium); Gold Ore is your last renewable ore type (another form of harmless blue tiberium). The newest addition to the mod – resource wise – is ‘loot’ which is dropped from fallen enemies in combat; think of this to be similar to wooden power in the real world, it’s only renewable if you ‘keep planting trees’ – only instead of that, if you continue fighting, you get more loot, however this requires you to have Battlefield Looters to go around and pick up the pieces of loot left behind from the valiant skirmish of forces. Dirt cheap money, but someone’s got to do it.

OpenRA 2017 04 11T205226665Z

of course we don't want to spoil everything until you have a chance to play, so we're letting you try out our maps to see for yourself and discover what we've failed to state in this article, good luck in the gameplay, Legions!

OpenRA 2017 04 11T210930201Z

OpenRA 2017 04 11T210939662Z

Post comment Comments
Comanche_Prime
Comanche_Prime

Hm, somehow reminds me of Mega-lo-mania game...

Reply Good karma Bad karma+5 votes
Grimpast
Grimpast

Man, I loved Mega-lo-mania, that game needs a reboot.

Reply Good karma Bad karma+3 votes
kisdalton
kisdalton

I said it before, but ill say it again. Superb work guys! Love this mod. Great work on the units and specialy great work on the buildings! I love it when you put a building down, the animation is like a real construction :-). (2-3 more units, like a new infantry unit or a new low tear unit like a militia spikeman or something would do the gameplay much good.)

Reply Good karma Bad karma+4 votes
EpsilonEmpire
EpsilonEmpire

very nice work

Reply Good karma Bad karma+1 vote
ApornasPlanet
ApornasPlanet

looks so damn good!

Reply Good karma Bad karma+1 vote
chaosbot
chaosbot

what would one need to be able to make a new mod for this game?

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: