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Thread: The High Road: The Jacobite Era [25-1: added list of regiments to first post]

  1. #221
    Wayfaerer's Avatar Libertus
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    The french community is called Mundus Bellicus. And as I said, I've written an article about your mod. If you understand french, maybe you'd like to read it :
    http://www.mundusbellicus.fr/forum/s...e-Jacobite-Era

  2. #222
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    My French is terrible, but I got most of what it said cheers for that, looks good! As I said, I ll try to update the first post when I can. Bit busy at the moment I'm afraid. I must say though; all the jacobite models are done, and about 50% of the government models, so woo-hoo.

  3. #223
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    And for all of you who like funny things, I've been doing a little study of how Great Kilts work and how they drape and all that, and this is the result:


  4. #224

    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Very nice dmcraanen the great kilt pics give a good insight. I was wondering who will the generals and faction leaders be?

  5. #225
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    They'll be their respective clan chiefs I should think, at the time of the 1689 revolution. I haven't yet completed the family trees, as they prove to be rather difficult to compile due to a lack of written sources on clan chief's sons etc, but I ll get there. For the Scottish Government, the pope (aka the Lord Chancellor of Scotland) will be chosen from all of the peer's representatives (priests) in the House (college of cardinals). The Irish will likely use the teutonic system, where the strongest general is leader. Alternatively, I might use this for clan Donald as they are more important than Ireland. England will need the same type of system, but as far as I am aware there is a limit on the amount of factions that can use that type of leadership. I'll look into that. So as you can see, it's not all set yet. If you want to know the chief for a specific clan, I can see if that particular family tree has been compiled yet.

    Also, stay tuned this week; I all of a sudden seem to have spare time (woot) so I ll be coding a little, finishing placing resources on the map (and adjusting certain regions so that all villages fit on it comfortably), and in addition I'll be updating the front page! It won't look too shiny as I am terrible with photoshop, but I ll do my best and it will contain a number of new things:

    1. splash screen / loading screen / menu
    2. a number of government units / jacobite units
    3. new screenshots of the map including settlements and updated resources
    4. a preliminary description of the recruiting system, which The Border Reiver is working on.

  6. #226
    smoesville's Avatar Vicarius
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    I don't think there's a limit to who can use the teutonic system. In TATW at least 4 factions use it.
    Were there but a tree in this godforsaken place i would have hanged myself.

  7. #227
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Ah good stuff, well then Ireland, Donald and England will use it

  8. #228

    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Will Rob Roy make an appearance? he was around during this time. Though his father was the chief during the '89 if I'm not mistaken.

  9. #229
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Clan McGregor won't feature as a separate clan, but we aim to implement him as a spawning general during the '19! He'll probably not be assigned to any playable faction though, unless you can bribe him. You can of course also marry your daughters to him, and so make him part of your family! McGregor units will be recruitable in some regions though, so if you like the clan you can always try to take over those!
    Last edited by dmcraanen; January 21, 2013 at 05:49 PM.

  10. #230
    Hengest's Avatar It's a joke
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    This is fantastic! I can't wait to play this. Why haven't you requested your own hosted forum here? You'd get many more team members that way.

  11. #231
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    I'd like that, but I thought a prerequisite for that is advanced coding done? we're not really there yet, mostly everything around that haha.

    edit: also, I want to ask you all a question: we currently have named PSF's, and castles. The castles show the historical seat of the clan at that time and the building tree focuses on things such as clearances, taxation, tenancy etc. Do you feel this adds to the game's immersion, or would you rather have me change those castles to PSF's as well and script it so that who-ever owns the PSF gains 200 pounds a turn from it? let me know
    Last edited by dmcraanen; January 22, 2013 at 06:47 AM.

  12. #232
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Front page updated partially:

    Factions and Regions:
    1. map_regions included
    2. new screenshots of the campaign map

    Units:
    3. unit screenshots

    Events:
    4. core recruitment and scripting explained

    I'll try to update the entire front page later this week.

  13. #233
    Hengest's Avatar It's a joke
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    Default Re: The High Road: The Jacobite Era [03-08: New unit model. See post 116!]

    Quote Originally Posted by dmcraanen View Post
    those castles to PSF's as well and script it so that who-ever owns the PSF gains 200 pounds a turn from it? let me know
    I don't think that's possible

  14. #234
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    Someone else told me it was....if it isn't, that makes it an easier choice though!

  15. #235
    Wayfaerer's Avatar Libertus
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    Marvellous city campaign models.

  16. #236

    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    Sorry for asking again but I forgot is Viscount Dundee going to be in it in some fashion?

  17. #237
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    No problems, feel free to ask questions. If you have lots, you can also PM your steam name and we can talk on steam. Viscount Dundee will certainly be in it, yep. He was a Graham though, and as Graham isn't featured as a playable faction, he will be a Stuart general.

  18. #238
    smoesville's Avatar Vicarius
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    The strat map town and castle models look really nice, as does the scale of the map
    Were there but a tree in this godforsaken place i would have hanged myself.

  19. #239
    dmcraanen's Avatar Semisalis
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    Thanks smoes, I figured the scale of the map had to be this large, as the highlands are fairly remote and it would just feel silly if you could scroll over them in a second. Also, I added one more unit to the front page: the Royal Scots Greys in their 1692 uniform!

  20. #240
    smoesville's Avatar Vicarius
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    Default Re: The High Road: The Jacobite Era [22-1: First Post updated! See post 232 for details]

    I thought i had it sorted then i put them in the game and things were... a bit weird. It was like all of the faces of the model had been inverted i'm just going to start again and hopefully i'll be able to sort it out.
    Were there but a tree in this godforsaken place i would have hanged myself.

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