Re: Gundug's Otherworld Mod
i'm downloading this now myself. i'm excited to see this
Re: Gundug's Otherworld Mod
The map is like before Pangea was formed lol.
Tell me how this runs later guys I dont feel like being a guine pig
Re: Gundug's Otherworld Mod
Hi gundug. The formosan ranger units is invisible in the battle map. I've checked, i think you missed an entry for them under the sabadar militia in battle models. By the way, i guessed this from the outline of the invisible ranger unit. The UI cards for the formosan rangers is missing too. I hope you can tweak the campaign map movement range to fit your freakingly huge map. It takes ages for me to get to somewhere. Other than this....this mod is awesome and hope to see a better build with more units for formosans. Is there any fixed date for the next update??
Thanks
Re: Gundug's Otherworld Mod
Hello, and thank you to all for the fine complements! I wasn't sure if there would be any interest - now I know I had better start working hard to improve it.
kelvintyk, yes, you are right about the rangers - I was pretty embarrassed when I remembered I had not fixed them before releasing this. To be honest, the Formosans are pretty half-a--ed right now, but I'm trying to balance adding stuff to the map with doing cosmetic stuff.
preston, yeah, I'm kind of a car nut, so I decided to name every province after a company or specific car. My favorites are the Italian factions.
My goal is to get as much as possible done every week and hopefully have a release by each weekend. If I can steal enough free time, I will try to add units to the Formosan faction this week and upload a new version either Saturday or Sunday (6.16 / 6.17).
Re: Gundug's Otherworld Mod
Alright Gundag, will be looking forward to it. I'm pretty sure your mod would become popular if more advertising were done on it. Since we have been playing things the historical way for some time, perhaps a fantasy mod would be a good getaway from realism for some time. Nice aztecs cavalry though. Hope you can somehow make the mongols or timurids more scary looking. Haha, just a suggestion since from the looks of the campaign descriptions, mongols and timurids have more of a reptutation as will be large empires. They have to do some scaring to get things done. Keep up the good work mate!
Re: Gundug's Otherworld Mod
Those are good suggestions. I'll try get the word out and also improve my signature so it looks attractive.
There already seem to be quite a few great mods devoted to improving realism. For myself, I have always had an interest in creating my own worlds and stories, so I went this route. I'm hoping for an alternate universe feel with a reasonable amount of believability.
I wanted the Aztecs to have cavalry of some sort, but not too heavy. I also didn't like the generals on foot - there hardly seemed to be a use for them since they were neither maneuverable nor tough enough. They would just be standing behind the fighting line doing nothing in every battle. My Aztec cavalry is best for hit and run and catching routers. They won't last long against heavy cavalry or good infantry.
I will have to see if there is anything I can do with the Mongol and Timurid textures. From testing, they both grow quickly, although the Moors, Milan and Egypt tend to become the greatest powerhouses. Strangely enough, Denmark has a huge expanse for the taking and hardly ever does much - maybe money is too tight for them.
Re: Gundug's Otherworld Mod
This looks awesome - great work - I look forward to playing it tonight after work. Please keep working on it - I have been looking for a fantasy mod for a long time.
Thank you!
Re: Gundug's Otherworld Mod
My guess about what is happening there is that the original Aztecs, i.e. vanilla, had no boats. Maybe their AI is working in such a way as they feel they still don't have boats.
Re: Gundug's Otherworld Mod
I don't know. Hope Gundug can work a way around it.
I've been looking into it but no matter what i do the aztecs just won't build boats.:disgust:
Re: Gundug's Otherworld Mod
I will have to look into the faction behaviors more closely. The worst offenders for sitting around and doing nothing are the Sicilians. In every campaign I have run, they never set foot off of their island. In one case, the Aztecs did take some Timurid land. One possibility I want to try is placing some boats on the shore with nearby armies. That might generate a mission goal to take a settlement. Giving them some new target settlements in the victory conditions may help as well.
I had not been planning to add any fantasy creature type units, but if people want them, I will see what I can do. My modeling skills are not all that good though. If I get enough done with the other parts of the mod, I may try adding another faction or two. There is definitely space for them. I have to see how well I can do with the Formosans too.
I encourage anyone who wants to change my files around to suit their own tastes to feel free to do so. I will be happy to assist as much as possible with any questions related to that.
Re: Gundug's Otherworld Mod
What I love about this mod is that it reminds me of heroes 2 of might and magic, my favorite game of all time.
Map wise, and seeing the names of settlements it reminds me so much of that except you get to add the 3d battles of mtw2 to an awesome map.
Europe/north africa/and western asia gets really boring.
Re: Gundug's Otherworld Mod
Looks really original. Downloading it and will give it a shot.
Re: Gundug's Otherworld Mod
The sicilians in my campaign have taken nearly the entire bosphorus, all the way to Thessalonica. And the idea of giving the aztecs boats at the start is a good idea to spark off their conquest.
Re: Gundug's Otherworld Mod
Just a quick update on the static Aztecs and Sicilians. I made a small fleet for each faction with a nearby army, additional target settlements in the win conditions and added ports. They are now very aggressive with shipping and immediately move to conquer settlements. The Aztecs are quick to expand, since it's all rebels near them anyway. The Sicilians have a much tougher time with Milan and Portugal so close, but they seem to do ok.
I have also added in some regions on the Western side of the map, so the gigantic super-regions in that area are disappearing rapidly. If all goes well, most of the remaining spaces should be filled throughout the map by the weekend (06.17). Completing that, resources, additional land types and an improved climate map will follow.
Re: Gundug's Otherworld Mod
Just a question Gundug, will the following updates that are going to be released in future be save game compatible? Cause i really can't stand the temptation............i need to play it but i don't wish to restart campaigns. Thanks for any valuable info given.
Re: Gundug's Otherworld Mod
Hi, Gundug, i've got some requests regarding the campaign map. Do you know there is a lake surrounded by an arc-shaped land on the aztec's island? I was thinking that if you could heighten the mountains around the lake and leave a opening at the tip of the mountain ridge for boats to enter and leave. Then perhaps place the port at the other tip of the ridge. Then this is like a huge natural mountain formation used for a port. Then perhaps on some isolated sea areas you can add another island pretty much the size of the aztec's island that is round in shape. Then have mountains around the edges of the island and leave a gap for ships to enter and dock (the one and only place). Thus, ships that plan to sent troops to attack that island have no choice but attack it from the main entrance, since the edges are blocked by mountains. With a settlement there (a huge city or citadel perhaps?), it can act as some sort of sacred ground that all factions aim to aquire. This island could be in control by the formosans, they seem to have a "sacred" and "fantasy" feeling to them. Whats more, as a sacred ground, it should be heavily fortified and difficult to breach by the human player. Which makes the formosans fit the bill more. Since their units mainly consists of missile units, the settlement will be hard to take by any human player. This suggestions could add spice and fantasy to the game (in my opinion). So i hope at least one of this requests could be implemented. But if you find it too much a hassle then just forget what i said.
CHEERS:thumbsup2