Last edited by PikeStance; July 09, 2017 at 12:04 PM.
what happened to Flikitos and Wangrin?
We are still here, but simply cannot handle to workload.
We are working on French and Great Britain since 3 years, and both factions are still not completed.
So, we need help to work on other factions and mechanics.
I will add a list of current team members to advertisement..... an oversight on my part. [EDIT- RESOLVED]
More to the point.... If you consider the number of factions, plus three different unit groups (Early, Middle and Late), then this is with 12 major factions 36 groups of units. In years time, 7 unit groups were completed (English and French Early and late, Late Ottoman, Late USA and Late Haiti). At this pace, it will take us about another 4 years to complete the remaining major factions. The math is slightly off for different reasons, but you get the gist.
Last edited by PikeStance; March 24, 2014 at 11:25 PM.
Well, with Hannibal DLC, I forced myself to finish Caesar in Gaul, and much to my surprise, liked it! Now, hearing that rigid_model_v2 extraction works for Rome 2, I'm excited to get back into the swing of things.
My Crimean Khanate Realism mod was left very near release (I basically just had 3-4 units left). I'll include buildings, both Campaign and Battle Map for another update for that mod. I just want to release something.
Still, I have pressing modding requests from my Age of Empires 2 HD FE campaigns which I'm updating with new AIs, triggerwork, and scope. Also, my Skyrim mods still beckon me from time to time. I guess my issue as a modder is that my varied interests wear me out thin lol.
Yet, I'd love to submit my Crimean Khanate Realism mod to Imperial Splendour, get your feedback, and then help out with other factions, Muslim, Eastern European, and Central European would probably be my best knowledge scope.
Have you checked out our factions discussion on the Cossacks?
Also somewhere in the suggestion thread is a discussion on Circassia (sp). I am not sure why it was moved there, but we discussed the Caucuses/ Dagestan/ region at length.
It is somewhere before the 20th page. I gave up looking for it after 30 minutes of flipping through.
Send a link to your mod... I will definitely check it out!
Hm, I could probably help out with 3D models... buildings and equipment shouldnt be a great problem... I work with Milkshape 3D and XSI Mod Tool, never used UU3D. I could send you raw, fresh .obj format models. I also like the idea of working on the battle mechanics, if thats possible.
The work on Battle Mechanics is based on modding statistics, from weapons to moral, to try to match with more or less historical behaviors.
This work is based on documents from the periods.
If you're interested in, I can send some of them (mostly English and French books).
JaM and PikeStance did most (if not all ^^) of the work and the system will be similar to Empire Realism.
So, the work will be about editing db tables to changes values.
MilkShape is still a good tool to work on models for ETW, but, if you don't use Ultimate Unwrap 3D you will be limited to import/export models other than units.
For example, Knight Errant converter didn't handle euro_equipment.variant_weighted_mesh because its structure is slightly different from variant_weighted_mesh from units.
And KE converter is unable to handle rigid_model, etc.
Moreover, MilkShape's tool to create UVmap, "Texture Coordinate Editor", is a "p**n in the a*s" to use.
It would be better to use 3ds max or Maya to create unit, its UVmap and rigging model, and then export it ad .fbx (2010 or 2012).
Doing so, I will be able to use UU3D to convert them to any file format needed by ETW (but not ships...).
But, as I own UU3D, it should not be a problem. Converting models is not time consuming.
Note you can use Autodesk products (3ds max, Maya, MudBox, Motion Builder) for free through Autodesk Student Community (event if not really a student ^^)
I see... well, making units wasnt really my idea... I dont have experience in rigging and my patience for that task is very lowtherefore I was suggesting I could make some buildings and static objects or parts of equipment. But if its so difficult as a process then I'm not sure. I dont feel very confident with 3DSMax either. Thanks for clarifiying it for me in any case.
Concerning Battle Mechanics
Most of the DB tables for land battles are been done. I will be releasing a BETA version as a submod within the next several days. It can be found here. The groupformation.bin file still needs to be redone to reflect more historical accuracy while preserving the challenge.
I am not sure where JaM is with his Sea battles adjustments.
Concerning Modelling.
I wouldn't sell yourself short. Modelling is our biggest need right now and any help, however small, would be appreciated.
If you still need assistance with the Russian faction, I would be happy to flesh out my roster some more to meet the new requirements. I could also contribute to the tech tree and building areas, and maybe do some writing for unit and building descriptions. I can make some general contributions to other factions as well, given time to do research. Having an excuse to put my history degree to work will be nice![]()
The above post is in a pre-alpha state and does not nessecarily reflect the final writings of the poster. As such the poster cannot be held responsible for any statements made in this post.
My artistic ability is limited to writing. I'm offering to do historical research and writing.
The above post is in a pre-alpha state and does not nessecarily reflect the final writings of the poster. As such the poster cannot be held responsible for any statements made in this post.
FROM WANGRIN
The hardest part in historical research for I.S is to search for accurate technologies and buildings and define accurate technology trees and building chains.
Would you be interesting in ?
Building chains and technology trees are important to create an accurate economic system for each factions, with their own strengths and weaknesses.
That would be nice if we can work with Swerg together on Russia faction, especially if he can make accurate research and create required tech/building chains.![]()
Building chains would be harder, but I can see what I can dig up. Most of my sources for the Russian military relate to the Napoleonic era, but I may be able to use those to backtrack somewhat.
Attempting to simulate the Russian economy would be an interesting challenge. I don't think properly fitting St. Petersburg's development into the game is really possible.
I have made some suggestions in the past regarding the Russian technology tree. Do you still have the roster I submitted?
The above post is in a pre-alpha state and does not nessecarily reflect the final writings of the poster. As such the poster cannot be held responsible for any statements made in this post.
It's time to take the discussion to the developers forum. Please make the request to join!