TGC: AnthoniusII : Modleader, Unitcreation, Testing and crazy ideas _tartaros_ : Scripts, Mapping, Testing and Build-Manager Jale82 : Implantation of Named Forts, Textworks and Testing
====================== EBII Team and XHolycrusader: ideas and usage of the Moneyscript, battlemap settlements and converted RSII-Treemodels XCAI Team: ideas and usage of the implanted XCAI Medimod: ideas and usage of the implanted MedimodCAI Gigantus: for his relentless support in all fields Withwnar: For his support in many scriptissues and ideas for fixes Bovi: For his magnificant tool - hunting down many issues DaC-Team: For help with battlemapmodels Leonie: Help with traits and ideas for fixes
Script: The Condominium of Cyprus http://s26.postimg.org/mktz9f33t/image.jpg
The historical situation in Cyprus was a very unique one. In 688, the emperor Justinian II and caliph Abd al-Malik reached an unprecedented agreement. The arabs evacuated the island and for the next 300 years, Cyprus was ruled jointly by both the Caliphate and Eastern Roman Empire as a condominium, despite the nearly constant warfare between the parties on the mainland. The collected taxes were divided among the Caliph and the Emperor.
TGC reflect this treaty in a the campaign for the ERE and the Abasid Caliphat. It is forbidden for any military for to be on the island. If so, you have two turns to remove your troops from the island. The Player will be informed that he is in process of breaking the agreement or that the agreement is in danger to be broken by the other faction. If any of the two settlements are catured, than War is declared between parties. A later Peace is only available, if both settlements return into rebel status.
TGC: AnthoniusII : Modleader, Unitcreation, Testing and crazy ideas
_tartaros_ : Scripts, Mapping, Testing and Build-Manager Jale82 : Implantation of Named Forts, Textworks and Testing
======================
Gigantus: for his relentless support in all fields Withwnar: For his support in many scriptissues and ideas for fixes Bovi: For his magnificant tool - hunting down many issues
December 01, 2019, 04:46 PM
isa0005
Re: TGC - The Great Preview - 01.12.2019
Love it, although 'Bufferregion' is two words or 'Buffer Region'
December 01, 2019, 09:57 PM
sullivanclan1
Re: TGC - The Great Preview - 01.12.2019
Looks great! Can't wait to play this mod! Keep at it!
December 02, 2019, 03:38 AM
paleologos
Re: TGC - The Great Preview - 01.12.2019
Lovely post, Tartaros, thanks for keeping us posted, the only additional thing I could recommend you should do is add links next to the names of the contributors for rep giving.
Other than that, very well done!
December 03, 2019, 11:45 AM
Morrowgan
Re: TGC - The Great Preview - 01.12.2019
Quote:
Originally Posted by isa0005
Love it, although 'Bufferregion' is two words or 'Buffer Region'
yeah the texts need some proofreading
December 03, 2019, 05:25 PM
Kavhan Isbul
Re: TGC - The Great Preview - 01.12.2019
Appreciate all the work you are doing Tartaros. With so many cool and complex scripts, there are bound to be a ton of issues to fix, so the process is naturally taking a while. But based on what I am seeing, the wait will be worth it.
December 03, 2019, 05:49 PM
Jurand of Cracow
Re: TGC - The Great Preview - 01.12.2019
Quote:
Originally Posted by sullivanclan1
Looks great! Can't wait to play this mod! Keep at it!
This.
December 03, 2019, 07:22 PM
perris0707
Re: TGC - The Great Preview - 01.12.2019
Finally had some time to take a long look at the Great Preview. Wow. Very impressive! Thanks for all your work on this mod. I have been following this mod for many years and waiting for its release to the public. It will be worth the wait! Thanks to all on the modding team for your time, work, and imagination.
December 03, 2019, 11:28 PM
PekoBG
Re: TGC - The Great Preview - 01.12.2019
Can you elaborate a bit on what the difference between the two Campaign AI's is ? And great work, can't wait to play with the Bulgarian Empire! :bulgaria:
December 04, 2019, 03:27 AM
_Tartaros_
Re: TGC - The Great Preview - 01.12.2019
Hi @all and thank you for the replyīs.
Itīs been much work to finetune all this scripts and create a ballanced mod. All playable factions have unique scripts and starting conditions and should be fun to play.
The Campaign-AI setting the behavoir of AI Factions into themselfs and the human player. In my experience MedimodCAI is leveled more for roleplay and kind of less aggressive to some degree if you hold your Alliances and factionstanding. XCAI can be slow at start, but will be a beast (multifaction attacks). In my experience both CAIīs are good and rational, but they will switch into kill the human player, if you dominate the map or are near the Victory conditions.
December 08, 2019, 03:03 AM
The Despondent Mind
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
I hope you release a "Lite" or "Sandbox" version without the numerous scripts and complicated systems. Which is more like classic TW experience but with this amazing map and factions.
December 09, 2019, 01:25 AM
_Tartaros_
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
most of the bigger once are optional like Buffer regions, prisoners of war and finish of the paulicans. other are intented to fix vanilla me2tw like CAI-switch, moneyscript and mercenaries
December 09, 2019, 06:36 AM
AnthoniusII
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Some good news i started to finalise the Arabic rosters (6 in total) by starting from their common units.
The open release might postoponed for a month but trust me it will be worth it.
December 12, 2019, 09:28 AM
Julio85
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Great news! :)
I like the screens on the co-management of Cyprus! ;)
December 21, 2019, 12:41 AM
antiochos_hierax
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Mod is looking great. Congratulations!
Will you be using custom settlement designs or the vanilla ones? Thanks
December 21, 2019, 02:23 AM
_Tartaros_
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Thank you.
We have added a variation of custom settlements for steppe, rus and northern_european cultures. southern_european, greek, middle_eastern need retexturing and rework of an IWTE expert. We have stored textures, but need someone willing and able to do it.
December 28, 2019, 10:22 AM
Mr_Nygren
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Quote:
Originally Posted by _Tartaros_
Thank you.
We have added a variation of custom settlements for steppe, rus and northern_european cultures. southern_european, greek, middle_eastern need retexturing and rework of an IWTE expert. We have stored textures, but need someone willing and able to do it.
I did send Tsardoms: Total War the EoR main campaign custom settlements for the Eastern Rome faction. They should be even more correct for your era as Tsardoms is set in 1100+ while your mod is at 800+. I don't believe there were colosseums on those cities but i might be wrong, i believe they are from the 500's but are still more modern than those of DBM.
I know how to port settlements, but not how to re-work them like you did with the Rus settlements.
December 28, 2019, 02:28 PM
_Tartaros_
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
mhh, are they available for testing in TGC?
Can you send me the custom settlements via pm, i could help with rus settlements for EOR instead.
December 28, 2019, 03:18 PM
Mr_Nygren
Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special
Quote:
Originally Posted by _Tartaros_
mhh, are they available for testing in TGC?
Can you send me the custom settlements via pm, i could help with rus settlements for EOR instead.
Yes i could, but EoR doesn't need RUS settlements as it's set in the 500's way before the Kievan Rus state. EoR needs units mostly.
But- any Viking themed mod could use the city level of the rus cities. But i'm not working on those mods currently. Going to work on GoT Enhanced next i think, unless i have permission to use TGC models from 0.82 in EoR. That mod is held back by the lack of units.
But i have other projects so it's not the end of the world if it will need to wait longer.