Thread: [V 5.31!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

  1. #2041
    RollingWave's Avatar Ronin
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Alright, I'm pretty close to completion, the only thing thats really left right now is the the UI cards.. and maybe some more minor unit adjustments, probably a day or two till release.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  2. #2042
    napoleonic's Avatar Banzai jūden-ki
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    have you fix the CS missing units and other minor bugs? will the new version have new faction?

  3. #2043
    PerXX's Avatar Kei kihei
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    I've edited the Teutonic order to be playable, and starting with a small army at the beginning.
    Noticed the Bodyguards were silver surfers (only the men, not the horses), and the Order Militia (sword militia guys) had their texture screwed up.

  4. #2044
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by napoleonic View Post
    have you fix the CS missing units and other minor bugs? will the new version have new faction?
    I'll check them before I release, and new Faction is Serbia.

    Quote Originally Posted by PerXX View Post
    I've edited the Teutonic order to be playable, and starting with a small army at the beginning.
    Noticed the Bodyguards were silver surfers (only the men, not the horses), and the Order Militia (sword militia guys) had their texture screwed up.
    I'm planning on removing the TO going foward anyway so....
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  5. #2045
    PerXX's Avatar Kei kihei
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Not related to any other questions, but:

    How will you make the mod worthwhile to play for any significant amount of time?
    I mean, if you shorten the total period the game is played (years, not turns), and you have most every unit available from a single building at the start.. what will be the difference between turn 25 and turn 250? There won't be (m)any new units, there won't be much in terms of equipment upgrades and so on..
    What is there to strife for, to look forward to? What is there to fight for, except more territory?

  6. #2046
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by PerXX View Post
    Not related to any other questions, but:

    How will you make the mod worthwhile to play for any significant amount of time?
    I mean, if you shorten the total period the game is played (years, not turns), and you have most every unit available from a single building at the start.. what will be the difference between turn 25 and turn 250? There won't be (m)any new units, there won't be much in terms of equipment upgrades and so on..
    What is there to strife for, to look forward to? What is there to fight for, except more territory?
    A. Some units are still timer based. depending on the faction, there are a few that really don't change much at all though. The truth is that the timer based units aren't really less, it's just that you start out with more.

    B. The onces that don't change much at all usuaully have really rare units that are difficult to get to.

    C. There are the AOR units, which you could only get by getting to those territories.


    Considering the AOR units, if you manage to finish the game then you probably played around with much more units than you would have using standard SS.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  7. #2047
    napoleonic's Avatar Banzai jūden-ki
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    make more buildings and events really, I never playing past 150 turns it's too boring... unless there are some apocalypse event I haven't seen yet in any of my games

    edit

    so it's serbia huh? is there any region change on that area? what will be their starting position? will it be compatible with soulson AI? will the bulgarian uprising still exist?

    just checked, moor's andalusian recruitment is messed up, it list several units twice and the crossbowmen unit description is missing the pic

    is norman sergeants = spearmen? it does not show the bonus fighting cavalry trait.

    german imperial communes, lack any advantage to be chosen... lol

    western europe units lack variety IMO... hopefully you can add more region/country specific units after cutting down the game time to 1390
    Last edited by napoleonic; April 15, 2012 at 03:00 AM.

  8. #2048
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by napoleonic View Post
    make more buildings and events really, I never playing past 150 turns it's too boring... unless there are some apocalypse event I haven't seen yet in any of my games

    edit

    so it's serbia huh? is there any region change on that area? what will be their starting position? will it be compatible with soulson AI? will the bulgarian uprising still exist?

    just checked, moor's andalusian recruitment is messed up, it list several units twice and the crossbowmen unit description is missing the pic

    is norman sergeants = spearmen? it does not show the bonus fighting cavalry trait.

    german imperial communes, lack any advantage to be chosen... lol

    western europe units lack variety IMO... hopefully you can add more region/country specific units after cutting down the game time to 1390
    Norman Sergeants are swordsmens
    Imperial Communes' advantage is in economics it's basically sacrificing recruitment for economics
    Western Euro: yeah I'll try but that's a bit difficult .
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  9. #2049
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    alright this took a bit longer than expected but was abosalutely neccesasry... the new islaimc captian and adjusted banners (the Kwarezms didn't actually have banners in the captian flag so I had to do them, and also all the files had to be remade since the old standard bearer was using extremely vanilla models and it's textures cant' be used for SS or most other new models.)

    Spoiler Alert, click show to read: 
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  10. #2050
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Excellent work, looking forward to the next release.
    Think it will be compatible with save-games?


  11. #2051
    napoleonic's Avatar Banzai jūden-ki
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    no way as it has a new faction I guess...

  12. #2052
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by Silver Legionary View Post
    Excellent work, looking forward to the next release.
    Think it will be compatible with save-games?
    As Napo pointed out, there's no way a significant update can be done while being save competable, and this is probably the biggest update in a long while, though I think I might need to do it for a few more days to polish it up a bit more. the files are mostly ready now but a lot of details still leave something to be desired
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  13. #2053
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    It's all good.
    That gives me something to look forward to, anyway.


  14. #2054
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Would it be possible at all to install just the new map without the building changes? I'm willing to sort through the files myself but I'm just really looking for new starting positions rather than another overhaul of the building and recruitment system.
    --- Theseus1234
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  15. #2055
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by Theseus1234 View Post
    Would it be possible at all to install just the new map without the building changes? I'm willing to sort through the files myself but I'm just really looking for new starting positions rather than another overhaul of the building and recruitment system.
    you mean using 3.2 recruitment and buildings or just standard SS6.4 building and recruitment? the former is more doable, the later will take a ton of work.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  16. #2056
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Progress:

    Serbian Family Tree finished (Vukan starts as the leader but his nephew Uros the heir and married to a Greek Princess, might put in their childrens too though it's a few years too early)

    Saracen Militia model changed to BC onces and renamed Ahdath Militia , will be pretty commonly avalible for Egypt and Abbasid.

    Moorish Urban Militia and Andalusian Infantry had their weapons swapped, so now one is Andalusian Spearmen and the other simply a swordsmen.

    To do :

    Javelinmen / Jinetes / Almugahvar / Peasants / Andalusian Crossbow Militia will have their vanilla models removed in favor of something less harmful to your eye.

    Still need to update the region titles for Kaunas and possibly a few other places.

    Update Descr_strat, most settlements will start a little bit better built up.

    UIs, this would be a nightmare.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  17. #2057
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Been wondering what you would do with the Saracen militia...

    Also, if I'm reading that right, Andalusian Infantry are now swordsmen?
    If so, great, I think that the Moors needed a good non-elite
    sword unit. Do they still have 150 men per unit on Huge settings?


  18. #2058
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by Silver Legionary View Post
    Been wondering what you would do with the Saracen militia...

    Also, if I'm reading that right, Andalusian Infantry are now swordsmen?
    If so, great, I think that the Moors needed a good non-elite
    sword unit. Do they still have 150 men per unit on Huge settings?
    they'll be smaller (128 on huge I think) but they're superior level so they'll basically be equal to a dismounted mailed knight (miles pedite), I'm nerfing a lot of the more common elite heavy infantries in terms of unit size quite a bit (they'll be the same size as mounted version, so a pretty severe nerf) so that they probably won't be outclassed by too many other swordsmens.
    Last edited by RollingWave; April 16, 2012 at 03:42 AM.
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  19. #2059
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Quote Originally Posted by RollingWave View Post
    they'll be smaller (128 on huge I think) but they're superior level so they'll basically be equal to a dismounted mailed knight (miles pedite), I'm nerfing a lot of the more common elite heavy infantries in terms of unit size quite a bit (they'll be the same size as mounted version, so a pretty severe nerf) so that they probably won't be outclassed by too many other swordsmens.
    That's good too, they are one of my favorite Andalusian units, so it doesn't really matter what their
    unit size is.
    So, Andalusian Militia are now spearmen? That's good; they won't get as easily wrecked by Iberian
    factions' knights now, LOL


  20. #2060
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    Default Re: [V 3.2!] The Historical Units Region Buildings Mod! (New Factions/ Units/ Map / Buildings) Update 3/4

    Say I wanted to put Georgia into my personal version of SS with HURB...

    Would basically copy pasting it from SSMAP and winmerging/changing as needed
    work?
    Also, I know it would be some work, I'm willing to do that.


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