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Thread: sands of conquest( Dynasties & dominions of the desert~)updated 05/12/2011 VIDEO@!

  1. #121
    intifadanyz's Avatar Miles
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    Default Re: sands of conquest(Desert fantasy, real WIP real PROGRESS!)

    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)

  2. #122

    Default Re: sands of conquest(Desert fantasy, real WIP real PROGRESS!)

    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.

  3. #123

    Default Re: sands of conquest(Desert fantasy, real WIP real PROGRESS!)

    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.

  4. #124

    Default Re: sands of conquest(Desert fantasy, real WIP real PROGRESS!)

    Quote Originally Posted by Russian Gondor View Post
    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.

  5. #125

    Default Re: sands of conquest(Desert fantasy, real WIP real PROGRESS!)

    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.

  6. #126

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    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.

  7. #127

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    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)

  8. #128
    Polycarpe's Avatar Back into action!
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    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Impressive, you almost finish the mod within one month, great job.

    Btw, have you consider to use some Broken Crescent models for units?

  9. #129

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by St. Polycarpe View Post
    Impressive, you almost finish the mod within one month, great job.

    Btw, have you consider to use some Broken Crescent models for units?
    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.

  10. #130

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    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

  11. #131

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Any work for me Gabe? I can work a bit on the weekends.

  12. #132

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by Russian Gondor View Post
    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?

  13. #133
    Polycarpe's Avatar Back into action!
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    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Just curious Druvatar, after you've done SoC, what's your next project?

  14. #134

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by St. Polycarpe View Post
    Just curious Druvatar, after you've done SoC, what's your next project?
    probably helping you or something similar

  15. #135

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by Druvatar De Bodemloze View Post
    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?


    Sure! I will start with garissoning!

  16. #136

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by Russian Gondor View Post
    Sure! I will start with garissoning!
    perfect! thank you I will zip it up & upload it hit me up on msn

    ok here are three of those new buildings

  17. #137

  18. #138

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    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?

  19. #139

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    potential splash

  20. #140

    Default Re: sands of conquest(fantasy ToTaL WaR on the Desert island of Lurija)

    Quote Originally Posted by Druvatar De Bodemloze View Post
    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?

    Possibly maybe at turn like the Chaos invasion in COW? Turn 100 maybe?

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