Hoho, it seem that you are completely turn our Nusantarian world to become Arabic world...
Hoho, it seem that you are completely turn our Nusantarian world to become Arabic world...
Nusantara Total War: Portuguese Invasion
1511 - 1654 AD: A mod about Colonial Age in South East Asia
Nusantara TW (TWCenter.Net); Nusantara TW (totalwar.org)
all faction (dynasty) descriptions
edit: forgot to say, movement points for all characters (imans, merchants &diplomats)
increased by about 1/3
generals movement points increased by about 1/2
captains movements points decreased by about 1/2
so armies with Generals very important!
Last edited by Druvatar De Bodemloze; April 27, 2011 at 12:45 AM.
Good Gabe. Sorry I have not been able to do much. So much homework and testing! I come home and I am completely wasted! We spend like 4-5 hours a day just testing, testing, and for homework we get testing practice.
no worries! hopefully over the summer you will have time yo help me with unit/building descriptions & garrisions for all settlements other than that this mod is almost finished! out the door! complete!
edit goal for release is either the last week of July or first week of august
Last edited by Druvatar De Bodemloze; April 27, 2011 at 06:31 PM.
progress notes:
ten completely new factions( dynasties)
Banners, flags & symbols
complete for all ten factions
buildings, building descriptions icons & general campaign Ui
complete for all ten factions
unit cards
complete for 9/10 factions
unit info cards
still needed for all factions
main menu ui & loading screens
%100 complete & done
main menu, loading & campaign music (battle music will not be changed unless requested or suggested)
%100 complete & done
campaign map
basic heights %100 done, regions %100 done
physical geography & climates %100 done
still to be done resources & individual settlement levels (castle or town ,population etc. )
all ten faction descriptions %100 done
strat (campaign), events & faction text
%70 done
unit & building text
%100 still to be done
all strat characters
%100 done
event imagery & text
%50 done
the ten factions Dynasties are:
Jungle island culture
religion Guadi Islam
1.The Shelabi
2. Jaya Jahar
3. Gaja Gun
Desert island culture
religion moban Islam
1. the Taquil dynasty
2. the Sultanate of Ari
3. the Bahraja caliphate
4. the Calliphate of Mozul Rupita
5. the Malikate of Makon
6. the Shiekdom of Dumas
7. Dea Depan
all factions (dynasty)are completely done (except unit cards for one)
Last edited by Druvatar De Bodemloze; April 27, 2011 at 08:13 PM.
re did those building descriptions again
& I think I will add
the new buildings
1. public gardens
(+1 to both happiness & health)
Public gardens offer your citizens a place to casually enjoy strolling through a vestige of exotic fauna not found in the common environment. Also lots are allotted to your people for their own communal gardens to grow fresh food as desired, as well as offering public pools to refresh in and pools of varied fish to gaze.
2. Caravan Clearing house
(increases trade)
the Caravan clearing house operates like a caravan stop except at this location is now
formal trading booths of known and trusted "caravan carrier" outfits also there are resources for all potential Caravan carriers such as access to the latest mapping information, ability to hire armed escorts and a forum to procure firm and agreed upon trade deals ( you can use the government offices here to purchase "insurance" for your goods) (to be able to conduct trade with most foreign merchants and cities a caravan must be registered as a legitimate outfit recognized for quality trade).
3. public trading emporium and Bazaar
(increases trade)
this event or business operation operates like a "flea market" or "farmers market" allowing any common citizen the ability to vend their wares to the public provided they pay a nominal registration fee and allow their goods to be inspected for quality control purposes.
4. Commoners Harem
(1+ to happiness)
citizens can enjoy all the amenities of a inn or tavern here, but also just before the night is over a group of young women come out and surmise the men frolicking and decide from the retinue of patrons a gentleman they would like to share an evenings intimacy with, if you are a "chosen" man and accept the woman you must present here with her "gift" before commencement ( a small fee payed to these ladies of evening excitement!)
5. Foreign port of entry
(increase trade)
a portion of a settlements port where Foreign merchants can conduct business free of local regulation (except for inspections for quality control)
6. Military lounge
1+ to loyalty & happiness)
this building is just like an inn or tavern except it operates as a place of recreational specifically and only for those members of society who are in military service.
7. Common arbitration's
(1+ to public order)
this a forum where common citizens can bring issues of claims( mainly commercial & civil) against other parties and receive a "formally mediated" resolution or judgment in terms of the conflict ( adherence to the decrees reached are voluntary there are no policies or bodies of enforcement, but by not honoring decisions rendered here you will lose any licenses or registered approvals to conduct business with Foreigners either in the foreign port of entry or through the Caravan clearing house, your business will be limited to strictly what you can exchange via the public trading emporium)
.8 (possible new building contingent on viability)
Lending bank
(no benefit other than its function)
when your treasury is negative you can go here and request loans to be payed back in so many turns with a nominal % added to the capital the results or consequences of not paying the loan back on time, is you cannot request another loan until the last one is payed! and the capital grows by 05% each turn unpaid!
Last edited by Druvatar De Bodemloze; April 28, 2011 at 01:10 PM.
all of those new buildings are in game (except the lending bank, that may take some time) with proper text & descriptions by tomorrow I will be finished with their imagery & will preview then, but the buildings are in game & working
plus I also made many building changes, now everyone has public baths & aqueducts also everyone has military & officer academies
(completely new descriptions & Icons for these buildings as well)
thank you st. Polycarpe but of the reason production has been so quick is I have done almost everything else quite thoughtfully except for units all I have done with them is change accents, re- skin them & make custom unit cards for every unit ( I have made no changes to rosters or to models used)
edit: if people like this & it becomes popular I will work towards diversifying the units for a 2.0 release
Last edited by Druvatar De Bodemloze; April 29, 2011 at 11:00 AM.
there are a few things I would like too do with this:
1.I would like too add that banking system
2.I would also like you to get the y/n choice to host a "coronation celebrations" feast every time your faction leader changes
3. also I would like it (if possible) when you destroy a faction (dynasty) you get whatever their monetary balance was interesting feature I think because when a faction becomes weak enough to destroy their balance is usually negative therefore you would get their debt! LoL
but I need someone who knows about scripting to help me, unfortunately I do not have those skills
Any work for me Gabe? I can work a bit on the weekends.
yes, I assume you do know how to code with the strings. text files in the text folder?
then you can begin re-naming & writing new description for the units of the playable factions
or you can begin to garrison all settlements (your choice)
in any event I will winrar up what I have so far, upload it & then p.m you the link?
to add to the interest of making this fun I am thinking of making like may be five (unplayable) and emergent factions ( which are christian like) and one of them would be the Vatican (renamed and heavily modified of course ) perhaps they (all the emergent factions) can be from another island on the other side of the planet! but anyway I make the Vatican (whatever their new name to be given is) like the leader of all these invaders and I modify all crusades to be something like mandated conquest! so the game culminates with you conquering those five fortresses or the game see the eradication of all the other moslem dynasties you started with through these "mandated conquests!'"
I kinda like this idea!
any opinions?
potential splash