Page 1 of 14 1234567891011 ... LastLast
Results 1 to 20 of 276

Thread: TWC Faction mod for TA 1.3 BETA V1, Beta V2 again needs help

  1. #1

    Default TWC Faction mod for TA 1.3 BETA V1, Beta V2 again needs help

    And early beta is finished. Im exhausted, but its done and its functional at least so you can play without problems. There is many things that are missing in this release, but well work on it.


    In case this version dosent work please inform me, it SHOULD be, but I could mess it up somewhere.


    DOWNLOAD BETA V1:
    http://www.twcenter.net/forums/downl...o=file&id=2701

    Thanks:
    Luckyninja - original idea
    Axnsan - for getting started
    Taro_M - my humble self, for creating models and getting BETA out
    Unanime5 - for coding this
    rsscl - for building picks (not present right now as I had few problems with them) and help
    Lord Wiffleby - for descriptions and help with mod

    Unit Preview for Beta VERSION 2:



    Spoiler Alert, click show to read: 
    Admins:
    a.k.a. Gothik Mahrines . A fearsome one unit army welding legendary banhammers, model changed from V1 to make them look more badass (I know that letters on right pauldorn are mirrored, I forgot to replace model after fixing it, Im to lazy to bother with screens again )




    Generals Bodyguards:
    Pretty much only heavy cavalry that TWC possess, in campaign they can be recruited as officer unit.




    Citizens:
    NEW UNIT!
    Intended as garnison unit, low reqruitment cost makes it easy to sutff your cities with them and high maintaince make it hard to haul them around map. In battle they are good support troops and only easly avaible spearmen unit, they have ranged attack too. The model is mash up of verious pre-marian roman units.




    Defenders:
    Heavly armored pikemen, excelent when you are on defense.




    Desu Korps of Krieg:
    NEW UNIT!
    SPECIAL GENERAL EXCLUSIVE UNIT
    Unit created for fellow team member Lord Wiffleby, after finishing his battle model I think I may create new epithet: "the Easily Spotable" just for him .





    Dread Legion:
    SPECIAL GENERAL EXCLUSIVE UNIT
    My very own fearsome Legion of Terror. Im that fella with the wings .




    Flamers:
    A fearsome unit, they are VERY effective against clustered enemies (read: one salvo can completly change tides of battle).




    Forum Trolls:
    Very slow to move, and can hardly kill anything, but they are total to get rid off.



    Gentlemen:
    Pretty much only cavalry at your disposal. Cant do much in melee, but they have pistols and are pretty good at running down fleeing enemies.




    Giant PC:
    Ah the icon of gaming that rises morale of everyone around it. Actual photos of my PC and old monitor were used to create this one .




    Guests:
    NEW UNIT!
    Those scary eyes are often last thing enemy will ever see. They excel in hit and run tactic (huge charge bonus) and can hide anywhere, but in actual melee they cant do much, thats why they are faster then other units so you can brake contact more easly.




    Junior Mods:
    A heavly armored hard hitting schock troops.




    Moderators:
    Extremely disciplined and dangerous units, they dont play fair and bring all kinds of deadly equipment.




    n00bs:
    Ah, your easly avaible cannon fodder, they are completly FREE and come in huge numbers, but they are worthless otherwise. Still you can use their bodies to build wall between you and your enemy. They are aslo faster then everyone so its easy to perform "n00b rush". There is also siege unit composed from n00bs that uses giant bombs to blow up city walls (and themselves)




    Newbies:
    Thos good "new guys", they have a lot of upgrades so if you have high level blacksmith they are much more usefull.




    Regulars:
    Your bread-and-butter, they are very flexible thanks to decent ranged attack and heavy armor, they can hold their own in melee too.




    Spammers:
    They have crapload of arrows and long range, but are completly helpless in melee. So helpless that they cant even fight.




    TWC Rangers:
    NEW UNIT!
    Were in middle-earth after all .







    That would be all units that are planned in Beta V2 (unless I forgot something ). I cannot tell you when it will be released since I run into problems with porting mod to TA 1.4.

    EDIT: Fortunatly Unanime will help us again so I presume its only matter of time before Beta V2 will be released.


    Comments? Feedback?
    Last edited by Taro_M; February 18, 2010 at 04:07 PM.

  2. #2
    EOMER's Avatar Civis
    Join Date
    Oct 2009
    Location
    California
    Posts
    151

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    What is this submod about

  3. #3

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED


  4. #4
    Roloc's Avatar Biarchus
    Join Date
    Dec 2008
    Location
    San José, Costa Rica
    Posts
    652

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Great mod, just release it for 1.4 and you all will have rep

  5. #5
    Beorn's Avatar Praepositus
    Join Date
    Jan 2009
    Location
    Athens
    Posts
    5,325

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Nice work, guys! Sometime I'll certainly try it!

  6. #6

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Quote Originally Posted by Roloc View Post
    Great mod, just release it for 1.4 and you all will have rep
    Im sorry, but I dont want to dig AGAIN through all the stuff I had to so TWC culture will work, at least not anytime soon. Try to understand me I spent quite some time editing buildings descriptions, events strings and such and I simply dont want to start again just after I finished.

  7. #7
    Muffer Nl's Avatar Praefectus
    Join Date
    Oct 2008
    Location
    Sommelsdijk, Zuid-Holland, Netherlands
    Posts
    6,305

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    DL...


  8. #8
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Dling now.

  9. #9

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    I found my first mess up; I forgot to put giant PC in desc_buildings . Does changes in desc_buildings reqire restarting campaign? If so then wait a moment and I will release small update that will add Giant PC to campaign along with new unit: Guests.
    Guests will be avaible as mercs only, but you will be able to recruit them everywhere on camp map, it will reqire restarting though.

    And little screene with guests:
    Spoiler Alert, click show to read: 

    They were supposed to be completly invisible, but then I realized that they are watching us ALL THE TIME!

    .......yeah the unit IS bunch of floating scary eyes, but its all about symbolism man.

  10. #10
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Cool! Those eyes look creepy.

    BTW, what probs are you having with buildpics? Anything I can fix?

    Also, I can do descriptions if you like.

  11. #11
    Lord Wiffleby's Avatar Decanus
    Join Date
    Jan 2009
    Location
    My personal zepplin.
    Posts
    521

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Quote Originally Posted by rsslcs View Post
    Cool! Those eyes look creepy.

    BTW, what probs are you having with buildpics? Anything I can fix?

    Also, I can do descriptions if you like.
    I'll be handling those. I'll have them sent in sometime before tomorrow evening.



  12. #12

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    what probs are you having with buildpics? Anything I can fix?
    Yes, could you edit your icons according to my hints I sent you in PM when we were talking about? Also Im missing some stuff like D&D forum or Dwelling of Disreputable. This just icons for already used buildings. Also small icons need to be created too.
    Since we already have buildings where you can recruit units we can start working on all that surrounding stuff: happines, health, conversion, trade etc. We need to plan this out.

    I'll be handling those. I'll have them sent in sometime before tomorrow evening.
    Good, make sure that Guests description is full of paranoia fuel . Also , did you got my PM? We still need buildings descriptions, could you write them as well?


    BTW: Heres preview of unit that just.......happened? Well since we ARE in Middle-earth we MUST have some kind of rangers otherwise we are NOT in Middle-earth at all .
    What do you think about this:
    Spoiler Alert, click show to read: 


    Once again COPYPASTA! wins the day, I didnt create any model parts here, but I plan to do so (machete and new googles).
    Last edited by Taro_M; January 06, 2010 at 03:22 AM.

  13. #13

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Ok, I finished work on Rangers, now the question is: Should I put them in mod? Just asking, since I dont know.

    Spoiler Alert, click show to read: 


    Please, everyone give us some feedback, I really want to know what do you think about the mod.

  14. #14
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    They look totally badass. I'm trying to think of a way to make them tie in with the mod though. In RL what would they be? Also are officer models universal or per-unit? Oh and I'm modifying buildpics now. I thought you had icons though.
    Last edited by rsslcs; January 07, 2010 at 04:44 PM.

  15. #15

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    They symbolise that we are not playing fair (guns) and we can easly adapt to surroundings and rip off everything good just as well (rangers in Middle Earth are superbadass thus we must have ours as well) . I want them to be recruitable only in ithilien, Goben Tolfalas and arnor, they will work in small teams and will have huge bonus for fighting in the woods.

    oh, and I "signed" them too . You just cant see it on the screens.

    Spoiler Alert, click show to read: 


    Any ideas for replacment buildings of all possible vanilla ones curently used?

    Also are officer models universal or per-unit?
    Eh? Do you mean commanders? Officers can be attached to unit in EDU, those banner carriers are officers. Commanders are the ones that command in battle when there is no family member around. These guys use only one model, but I let the game use variations as with other units.
    Last edited by Taro_M; January 07, 2010 at 06:27 PM.

  16. #16
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    BUMP! How's it going?

  17. #17

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Im remaking Admins models, after that I think I will port whole mod to TA 1.4. If you have buildings done then please send them to me, icnos too if you could. Also I think we could create citizens too. As you remember I was thinking about mashing together all pre-marian Roman units from Europa Barbarum for RTW and create dedicated spearmen, I need screens for that though.

    Any ideas for rest of the buildings? For now I thnik that Texture workshops line will replace armores, Mod workshops for weapon upgrades, Internet caffe line for entertaiment and agents. These are only ideas and nothing is set so feel free to add something on your own.

  18. #18
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    ok I'll send buildpics as soon as they're redone. I don't have as much time because of Uni, hence my belatedness.

  19. #19
    rsslcs's Avatar Senator
    Join Date
    Aug 2008
    Location
    engerland!
    Posts
    1,326

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    BUMP! Only 48 Dl's? Comon guys! This mod is awesome!

  20. #20
    Roloc's Avatar Biarchus
    Join Date
    Dec 2008
    Location
    San José, Costa Rica
    Posts
    652

    Default Re: TWC Faction mod for TA 1.3 BETA V1 RELEASED

    Quote Originally Posted by rsslcs View Post
    BUMP! Only 48 Dl's? Comon guys! This mod is awesome!
    Maybe if you released it for 1.4

Page 1 of 14 1234567891011 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •