Marka horses are the basis of our creations with some changes regarding few vertex fixes and better texture planing.
For example: Marka horses were the basis of 6 differend horses in TGC and the number can be greater.
Marka team provided the needed material and modding community gave even more.
Where Marka team had 4 main horse body textures TGC has 8.
Marka horse armor models had some bone assignment issues.
The greatest problems thought were the incorect riders posistions on the horses and the bad dying animation that "brakes" horses neck.
Riders position fix has been provided by Briarius.
Death animation though is still unfixed.
TGC uses 10 horse body textures of Dome's, two by Leif Erikson , 4 of Rusichi and 4 hybrid made by all these.
With hair and body combinations there are more than 30 horses in game.
Hi gents, I believe it's been a while we didn't give you a candy, how about a new Orkney unit.
Spoiler Alert, click show to read:
Credit goes to:
Lord Hamilton: Unit creation and texture.
PLease give them a rep for their hardwork however with the new forum setting, I don't know how to give a link to reputation for each member. (Yeah I suck at it. )
It's possible to mix two-handed swords with two-handed axes however it is not possible to mix 2-handed weapons with one-handed weapon unless we create a totally new animation but it may be quite problematic and buggy as the pike animation.
Proud mod leader, modeller and public relations officer of Heiğinn Veğr: Total War
I'm creating Unit Balance for WOTW but I need your help: I need to test Swiss halberdians. Of course there is no such unit in WOTW (although I'm sure It will be added )
Lochaber militia is similar unit, but to make them more effective (as effective as Swiss was) they should have phalanx ability, as Halberd Militia in MTWII and Kingdoms. Simple changes in descr_unit and battle_models text files don't work (game crashes). How can I add halberd animation to Lochaber? How to add to them phalanx? Should I change something by MilkkShape(primary, secondary weapon in coments?)?
In the unit entry, you should have the line below, what's in blue is what you need to add for your unit in order to allow the unit to use the phalanx formation:
formation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx
For the animation, you will need to change what's in blue:
soldier Swiss_Pikemen, 60, 0, 1
Unless in the bmdb file the line doesn't exist, you should be able to make your unit having your animation needed. Hope it helps.
J just thought I would mention this I find siege assaults on the demo insanely difficult and not very fun when 95% percent of my army is destroyed fighting considerable smaller defending army. This would obviously be a nightmare if the game play is like this when the mod is released.
I have not played any other mods in years I compare it to the vanilla kingdoms game. I am quite good at this game after years of playing. On the top of my head one example is my Lordship of the Isles siege assault on the kingdom of scotland. My army consisted of 1 body guard 2 Uachdaran 6 Galloglaich 4 Gaisgeach 4 Sleaghadair vs a defending army of 4 Gaisgeach na Gallobha 2 Ettrick Archers 4 dismounted Serjeants. I had 4 latters and 2 battering rams at my disposal I used my typical full attack type tactics my Galloglaichs were the first to see battle I was attacking a castle with level 1 defences. When I fought in the castle square the arrows that were coming from the castle defences were insane compared to vanilla I hope this helps I cant wait to this mod is released I love the british isles medieval history.
On another note, how about a new teaser? The Skutilsveinr aka Norwegian knights. (if you look closely, Lord Hamilton used a new technique to make the texture and the models more detailed and realistic) Give a rep to this man, he deserves the credit!
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