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Thread: Update on progress of Beta 1.9 B7

  1. #1
    tornnight's Avatar Forum Bot
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    Default Update on progress of Beta 1.9 B7

    I've built a battle_models.modeldb parser that does syntax checking and beautifying better than the alternatives.
    Turns out that the .modeldb released with many of the mods have slight issues. This should help me ensure a stable game.

    I've included Burrek's Knights & Knaves.
    I've included Dismounted Order Knights.
    I've included WhiteWolf's Byzantium Reskin
    The new extended map is 90% complete.
    Added Lopus's Leader Names and Faction Start Fixes
    Added Avveroes's Resource Adjustments
    Added Hissing Fauna's and others events

    TODO:

    Add new factions
    Complete Map.

    Beta 1.9B7 will be a big step forward.
    Last edited by tornnight; March 13, 2007 at 05:23 PM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  2. #2

    Default Re: Update on progress of Beta 1.9 B7

    looking forward to it, and in next betas the new factions like Sultanate of Rum

    Found a pretty cool map too, (its a large image, you may have to scroll horizontally to see all of it) posted below - I hope it draws inspiration to historical modders and everyone else interested here in TLR forum




    Last edited by Shatstaffel; March 14, 2007 at 02:01 PM.

  3. #3
    Centenarius
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    Default Re: Update on progress of Beta 1.9 B7

    the mod sounds grear which new factions have u included?

  4. #4

    Default Re: Update on progress of Beta 1.9 B7

    Ooh, progress! Sounds good, Tornnight!

  5. #5
    AlCord's Avatar Semisalis
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    Default Re: Update on progress of Beta 1.9 B7

    Sounds really interesting. I think I give 1.9 a try

  6. #6
    Irishmafia2020's Avatar Senator
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    Default Re: Update on progress of Beta 1.9 B7

    Any new update to the new beta? I'd love to get my hands on the new map so that I can start modding pagan factions into it... I created two pagan factions for personal use using the norman/saxon slots. They approximate the baltic tribes and volga bulgars, but at this point they are too ahistorical for general release. Not to seem impatient, but how is the next generation of "long Road" looking?
    Thanks for your work,
    MF

  7. #7
    tornnight's Avatar Forum Bot
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    Default

    I'm in the middle of moving homes. I won't be able to get much done until next weekend. Right not it would be ready except there is a crash bug I haven't had a chance to find.

    If I get a chance during the week to fix that. I may release a 'development preview' with a finished map, all the above improvements, but no new factions.
    Last edited by tornnight; March 18, 2007 at 09:39 AM.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  8. #8

    Default Re: Update on progress of Beta 1.9 B7

    Ya no rush - the medieval patch 2 should be on its way soon anyway, and will prob need some minor compatibility changes for TLR 1.9b7 anyway

    gl on the move

  9. #9

    Default Re: Update on progress of Beta 1.9 B7

    Itching for a new build, and 1.2 patch delayed again...

  10. #10
    tornnight's Avatar Forum Bot
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    Default Re: Update on progress of Beta 1.9 B7

    I've decided that I'm likely going to release a build this weekend.

    This patch better be good.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  11. #11

    Default Re: Update on progress of Beta 1.9 B7

    Sweet!

    Seems like everyone's been waiting on it for the last month and a half, no new builds from anyone.

  12. #12
    Irishmafia2020's Avatar Senator
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    Default Re: Update on progress of Beta 1.9 B7

    Bravo torrnight! although my spring break will be over after this weekend (I'm a teacher, not a student) so I won't get to appreciate your work as much next week. By the way, my current campaign with the two Pagan factions has been delicious. They have taken over regional empires and I have had to use the crusade function to contain them while simultaneously keeping my rivals busy. Of course it is rather strange to have Sicilians and venitians on the Baltic coast, but it makes for some interesting regional diplomacy. On the topic of diplomacy, whatever tweaks you made for beta 1.95 are perfect. As Denmark, I was forced into a war with the HRE, which was ultimately inconclusive. The war only lasted about 5 turns, and I was able to limit its scope and rebuild my army. Another conflict with the Baltic tribes allowed me to seize two of their territories, but they sensibly agreed to pay me off rather than continue hostilities which were not going in their favor. In short I am seeing a lot of limited warfare even between a.i. factions, and I'm not seeing many hundred year wars (although a few). Also, think about adding a couple of Pagan factions in the future. I fleshed them out with early period mercs, so that they would disappear by the later period, and it really does make crusading more interesting. Overall, I'd have to say that my current campaign is simply the best and most enjoyable I've played in any Total war game, using any mod. Thanks for the new beta, I hope your move wasn't to frusterating.
    Last edited by Irishmafia2020; March 24, 2007 at 01:26 AM.

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