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Thread: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

  1. #1
    Rammstein's Avatar Templar Knight
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    Default Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Hallo guys sorry for not beeing here for a month. Im building the mod new from the start, it will be based on Kingdoms Grand Campaign Mod: http://www.twcenter.net/forums/showthread.php?t=139048

    you may want to play the Kingdoms Grand Campaign Mod - Final until RTJ 4.0 is ready. Terra Sancta wont be changed much since its only a few bugs that separated it from being final. I dont know exactly what I want to implement in version 4.0, but basicly its gone have:
    - new AI for campain and battle
    - new better moral system
    - new stats for soldiers (more balanced)
    - new buldingtree
    - new formations and battle physics
    Last edited by Rammstein; January 28, 2008 at 11:54 AM.

  2. #2
    Cymera's Avatar Roma Invictus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Wonderful news Rammstein! Will you be including some of the mini mods that made RTJ what it was in previous versions? Some of Archer's effect or skymods always looked good. Please try and avoid the Burrek's textures though!

    If I can help, let me know.


    Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
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  3. #3
    Valor's Avatar Miles
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Great news, Ramm. Good to hear you're still there and ready for the fray

  4. #4
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by Cymera View Post
    Please try and avoid the Burrek's textures though!
    I wont use burrek textures, I dont have that time to implement it anyway. Only the important stuff and maybe byzantine new skins.

  5. #5
    Cymera's Avatar Roma Invictus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by Rammstein View Post
    I wont use burrek textures, I dont have that time to implement it anyway. Only the important stuff and maybe byzantine new skins.
    I love you.


    Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
    Proud Patron of the Charming
    Balikedes, an Insightful and Tactful Warrior.

    Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo

    "
    The wise are instructed by reason, average minds by
    experience, the stupid by necessity and the brute by instinct
    "


    - Marcus Tullius Cicero






  6. #6

    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    might i suggest giveing the byzantine soldiers curved swords, much like their infantry from the original MTW? and i really didnt like the pink of the byzantine territory, i thought purple was awesome, and if i might suggest getting rid of the two color system for the borders, like the rome total realism mod did away with that the the territory for a nation was a solid color, made it look like a real map, no to mention made the empire look somewhat more intimating all around especially when they got to bigger sizes.

  7. #7
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    After 1 day of work Im very optimistic. I only added both AIs and darth formation etc... files from Terra Sancta and I alreadly like to play it a lot. The campain AI can even without money script be really taff to beat (only negative thing I noticed was AI dont uses the implemented stone forts from britannia and enemy armys tend not to attack strong forces on open field, instead siege a nearby city).
    About battle AI, I dont know if it was like this in vanilla, but the second army general(AI controlled) keeps wasting my cavalry(including general), also if I tell him to be defensive.


    @Elendil232
    sorry cant do that, I dont make units you need a lot of knowledge and time for it. I add new units other made or retexture a little, changign sword is a huge step. But the heavy byzantine spear unit has as second weapon, the curved swords you want so at least yo uget 1 unit the way you liek it (the guy who made them had years of RTW experience and it took him a month).
    Last edited by Rammstein; January 30, 2008 at 09:20 AM.

  8. #8

    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    first: SWEEEEEEEEEEEET

    second: will there stats still be high? i hate those mods were dism feudal knights have 10 armor???

    third: i wish you all the luck in further perfecting this awesome mod.
    Patronised by Voltaire le Philosophe

    Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu

    Orochimaru & Aizen you must Die!! Bankai Dattebayo!!

  9. #9
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by gaius valerius View Post
    first: SWEEEEEEEEEEEET

    second: will there stats still be high? i hate those mods were dism feudal knights have 10 armor???

    third: i wish you all the luck in further perfecting this awesome mod.
    No 10 armor units, stats will be near to Terra Sancta. All units with metal armor get +1 armor (most knights will have 6 armor total). All units with shields get 8 max and 5 min depending on how big the shield is. To balance the fact that some units lose 3 shield defence points they get some defence skill or attack skill bonuses.

    I already tested these unit number with 4 factions (egypt, turks, antioch and jerusalem):

    general 40 men (2 hitpoints)
    templar and hospital cavalry elite from kingdoms (2 hitpoints) 80 men
    some cavalry unit as jerusalem guard get 120 men
    cavalry 80-90 men
    missile cavalry 80 men
    spearmen(only long spear) 225 men
    infantry 200 men
    special infantry (1-3 units every faction) 150 men
    pesants and pikemen 250 men
    archers and spearthrowers 150 men

    all catapult etc... units get only 4 attack with knife (the were to good with 7 or 10)
    to balance the fact that cavalry isnt given more men they get extra defence skill (was planning on +2 or 3, but still not fully tested)



    This units will be addded from kingdoms:


    Byzantium:
    - Pronoia Infantry
    - Byzantine Gunners [requires gunpowder discovery]
    - Archontopoulai
    - Alamanoi
    - Greek Firethrower
    - Mangonels

    Egypt:
    - Al-'Ashair Infantry
    - Khasseki Infantry
    - Al-Haqa Infantry
    - Abid al-Shira
    - Mamluk Handgunners [requires gunpowder discovery]
    - Sibyan al-Khass
    - Dismounted Ghulams
    - Ghulams
    - Khassaki
    - Mangonels

    Turks:
    - Ahdath
    - Turkish Crossbowmen
    - Dismounted Hasham
    - Hasham
    - Kurdish Auxiliaries
    - Iqta'dar
    - Mangonels

    Denmark:
    - Sami Axemen
    - Gotland Footmen
    - Svenner

    Spain:
    - Spanish Dragoons [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)

    England:
    - Pikemen
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)


    France:
    - Musketeers [requires gunpowder discovery]
    - Late Crossbowmen (Crossbowmen from Americas campaign, renamed to avoid confusion with regular crossbowmen)


    Holy Roman Empire:
    - Order Spearmen [recruited at Teutonic Knights' Minor Chapterhouse]
    - Dismounted Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Halbbruder [recruited at Teutonic Knights' Minor Chapterhouse]
    - Dismounted Ritterbruder [recruited at Teutonic Knights' Headquarters]
    - Ritterbruder [recruited at Teutonic Knights' Headquarters]

    England, Scotland, France, Denmark, Milan, Venice, Papal States, Sicily, Poland, Hungary:
    - Templar Confrere Knights [recruited at Templars' Minor Chapterhouse]
    - Templar Sergeants [recruited at Templars' Minor Chapterhouse]
    - Templar Crossbowmen [recruited at Templars' Major Chapterhouse]
    - Templar Gunners [recruited at Templars' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Templars [recruited at Templars' Headquarters]
    - Hospitaller Sergeants [recruited at St Johns' Minor Chapterhouse]
    - Hospitaller Crossbowmen [recruited at St Johns' Major Chapterhouse]
    - Hospitaller Gunners [recruited at St Johns' Major Chapterhouse; requires gunpowder discovery]
    - Marshall of the Hospitallers [recruited at St Johns' Headquarters]

    Mercenary Units:
    - Armenians of Cilicia [for hire around Outremer and Cilicia, Catholic and Orthodox factions only]
    - Frankish Axemen [for hire around Outremer]
    - Frankish Swordsmen [for hire around Outremer]
    - Burgher Pikemen [for hire in northern Europe]
    - Prussian Archers [for hire around Prussia]
    - Samogitian Axemen [for hire around Lithuania]
    - Sudovian Tribesmen [for hire around Lithuania
    Last edited by Rammstein; February 03, 2008 at 10:02 AM.

  10. #10
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Time until fully playble version 3-4 weeks (beta)

    Its proceding well and I got a lot of motivation at the moment, so it not taking as long as for RTJ 3.0


    Some facts about next version:

    - the install file is gone be 900MB-1000MB big after installing from 1800-2000MB (its big but totally indipendent, nothing is overwritten and can be used simultaniously with other mods)

    - some burrek textures are in (from "Kingdoms Grand Campaign Mod", already there) only the good looking ones. If some are not liked they can be removed, but because of my lack of time I cant remove them all. From all I saw until now, I found them better than vanilla.

    - factions planned, which were in vanilla + antioch and jerusalem (I dont plan any other cause I know how difficult its to realise it from RTJ 3.0), maybe if there is time a 3rd could be added, but only maybe.

    - time 1180

    - playable: all but timurids and mongols

    - 6 month turns

    - up to 50 new units for vanilla factions and 70 new units with new 2 factions. (mostly all new units from britannia, teutonic and crusader)
    Last edited by Rammstein; February 05, 2008 at 09:19 AM.

  11. #11

    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Will you also implement 'regional units', such as the Swiss pikemen, to be created in certain regions by every faction. I remember 2.0 had Swiss pikemen, but in 3.0 they seemed to be absent (though I could have had to low of a barracks , I don't remember). Also , it would be nice to have more of those units, like the Flemish pikemen made recruitable in the Netherlands etc
    Patronised by Voltaire le Philosophe

    Therefore One hundred victories in one hundred battles is not the most skillful. Seizing the enemy without fighting is the most skillful. War is of vital importance to the state and should not be engaged carelessly... - Sun Tzu

    Orochimaru & Aizen you must Die!! Bankai Dattebayo!!

  12. #12
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by gaius valerius View Post
    Will you also implement 'regional units', such as the Swiss pikemen, to be created in certain regions by every faction. I remember 2.0 had Swiss pikemen, but in 3.0 they seemed to be absent (though I could have had to low of a barracks , I don't remember). Also , it would be nice to have more of those units, like the Flemish pikemen made recruitable in the Netherlands etc
    regional units are a lot of work and if I would do it for many regions it would take nearly a month (every unit must be defined for all factions and given as a special ability in EDB.txt).
    Im gone add a lot of units from teutonic and britannia to merc and will change the merc pool for any region. So the units you can recruit as merc will be as if they were regional units. Like many wales units in western england, etc...
    Thsi will take much less time and its nice too.

    What kind of replenish rate should merc have? Im still not 100% sure what to go for.



    [EDIT]

    New unit "Sword Sergeants " I put togather, it gone come in to types:

    the hre look:

    from OrdoTeutonicusTextureSet

    from OrdoTeutonicusTextureSet


    the france look:





    Some of you will say, not again burrek skins, but I didnt have any other and its looks ok. better a little strange than all the same look for every faction. Only HRE has the unique look from the first 2 screenshots, all the other look like the one from france.
    Last edited by Rammstein; February 09, 2008 at 12:39 PM.

  13. #13
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born


    Sword Sergeant Antioch and Jerusalem charging



    Sword Sergeant Antioch and Jerusalem fighting


    Andalusian Infantry (moors) and Saracen Swordsmen (egypt) fighting



    Byzantine Heavy Spearmen and Andalusian Spearmen fighting during a sandstrom. I addead skymod 2 alpha



    Heavy Spearmen using second weapon and shield



    I fixed the bug that made LAca's Byzantine Heavy Spearmen only fight with swords. They work as normal pikemen now



    that should be enough screenshots for a while^^
    Last edited by Rammstein; February 09, 2008 at 06:15 PM.

  14. #14
    Cymera's Avatar Roma Invictus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Will Burrek's textures appear for your new units, or for all units like 3.0?

    Nice screens!


    Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
    Proud Patron of the Charming
    Balikedes, an Insightful and Tactful Warrior.

    Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo

    "
    The wise are instructed by reason, average minds by
    experience, the stupid by necessity and the brute by instinct
    "


    - Marcus Tullius Cicero






  15. #15
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by Cymera View Post
    Will Burrek's textures appear for your new units, or for all units like 3.0?

    Nice screens!
    As far as I have seem its the 0.3 version of burrek. RTJ 3.0 had the 0.7 version which was worse I think. It will be for some new unit and for vanilla units. But I deleted some skins.
    Leather, Light mail, heavy mail, plate and full plate are replaced by burrek skins. I deleted the half plate cause it was looking bad. So there are quite a lot of skins like in RTJ 2.0. But since this time I dont use so much of burreks textures I can make a version without them (of course the few new units will still have burrek skins).


    I have a very good idea about how to realise this. Since I have to split the install file anyway cause its getting very big, there will be the first part and than the second part with textures in 2 versions. One without burrek and one with some burrek.
    Last edited by Rammstein; February 10, 2008 at 03:37 PM.

  16. #16
    Cymera's Avatar Roma Invictus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Great news! Thank you!


    Under the Patronage of the Wise Kara Kolyo in the Hallowed House of Wilpuri
    Proud Patron of the Charming
    Balikedes, an Insightful and Tactful Warrior.

    Extended Greek Mod (XGM) Lover ..... A mod by DimeBagHo

    "
    The wise are instructed by reason, average minds by
    experience, the stupid by necessity and the brute by instinct
    "


    - Marcus Tullius Cicero






  17. #17
    *cu@all*'s Avatar Foederatus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by Rammstein View Post

    you may want to play the Kingdoms Grand Campaign Mod - Final until RTJ 4.0 is ready. Terra Sancta wont be changed much since its only a few bugs that separated it from being final. I dont know exactly what I want to implement in version 4.0, but basicly its gone have:
    - new AI for campain and battle
    - new better moral system
    - new stats for soldiers (more balanced)
    - new buldingtree
    - new formations and battle physics
    hmm.ok, but 3.0 is finally dead?

    ok, but will be contained kings banner 2.0 also again? :hmmm:
    Or, finally maybe 3.0 if itīs finishes sometimes??
    Last edited by *cu@all*; March 07, 2008 at 04:42 AM.

  18. #18
    Nevada's Avatar Domesticus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    nice thing, but one question: will the new faction that were (or should have been) in 3.0 be also in 4.0?



  19. #19
    Rammstein's Avatar Templar Knight
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    Quote Originally Posted by Nevada View Post
    nice thing, but one question: will the new faction that were (or should have been) in 3.0 be also in 4.0?
    for time reasosn only antioch and jerusalem are planned.
    Last edited by Rammstein; February 25, 2008 at 05:48 AM.

  20. #20
    Nevada's Avatar Domesticus
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    Default Re: Road to Jerusalem 3.0 is officially dead, but RTJ 4.0 is born

    ok, then no saxons /flanders?



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