Double post because I've been quite productive as of late. I revisited the Goryeo roster now that I have better references (thanks IGdood!) and here's what I came up with. The Koreans have a similar playstyle to the Chinese, but with more of a focus on archers rather than crossbows or other fancy toys, although of course they have their hwachas.
Yonghogun ("Dragon & Tiger Guards"; Heavy Cavalry): While it may seem like I'm giving every Asian faction cataphracts regardless of how uncommon they were, I would like to assure everybody that the Japanese and Khmers don't have them.
The Koreans will have also access to ballistae, crouching tiger trebuchets, bombards, mortars, hwacha rocket launchers, and red barbarian cannons.
Unfinished:
Spoiler Alert, click show to read:
-Hangmagun: Lightly armoured warrior monks that inspire nearby allies.
-Naegeumwi: Elite sword/shield infantry.
-Jeonggyugun: Elite foot archers.
-Grenadiers: Same as other East Asian factions.
January 27, 2020, 04:15 AM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
Well, it's been a while so here's a peek at the Malian roster. The Malians are meant to be a skirmishing faction that still has a fairly balanced roster, but their units lack heavy armour.
Spoiler Alert, click show to read:
Tribal Warband (Spearmen): Unlike other spear militias, they're armed with a single javelin which they throw before melee.
Mali's artillery selection will consist of bombards, mortars, and cannons. They will only be able to make wooden artillery in conquered settlements with the required infrastructure already built.
If all goes well, I'm planning on having another beta build out in February with the new factions previewed so far (Egypt, China, Korea, and Mali).
EDIT:Here is that beta build. It's a standalone download, so you don't need the previous version. Just unzip and put it in your mods folder.
Brief Changelog:
Spoiler Alert, click show to read:
-4 new factions: Egypt, Mali, Korea, and China (unfinished). Angkor was disabled in custom battles for now.
-Several bug fixes and balance changes.
-Updated lower-poly heads for Japanese units (they caused a lot of lag issues before; should be better now).
-Added flaming bolts to crossbowmen, with the same strengths and weaknesses of flaming arrows.
-Artillery missiles have a shockwave effect on enemy units rather than instantly obliterating everyone they touch (i.e. like in newer Total War titles). To compensate, they've also been made more accurate.
Note: When playing custom battles, do not choose All periods. You'll end up seeing units that aren't meant to be seen and it'll cause a few factions to crash. Also, the campaign isn't at all in a playable state, but you can still at least launch it if you want to listen to the music, I guess.
February 27, 2020, 11:25 AM
stevietheconquer
Re: Submod for Falcom Total War 3 [WIP]
thank you for the great work!the units or a joy to play with!(and it is good that it is a standalone build):)
edit;got a little problem to start the mod,till i saw what was wrong,the mod folder is called british_isles, when you unzip it,but you got to change it to;falcomtw3
then you can put in to the mods folder and start it
February 28, 2020, 12:38 AM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
My pleasure, mate. Glad you enjoyed it! Sorry about the potential fiddling you have to do to get the mod running; I have a Steam copy of the game but don't have to use the same technique that post-Definitive Edition players need to in order to use mods.
I've been pretty busy as of late, but I'd feel bad not showing off something new. Here's the new look for the religious fanatics (hopefully more intimidating than their vanilla counterparts):
the religious fanatics are looking surly better then before,while i was playing with your egypt units(they are looking very good i liked the tabariyya unit and made s a unit card for it,it is not perfect but looks good enough(i hope lol)just to show mine love to this unit
Better than a vanilla card. Mind if I put it into the mod?
Also, if you want to keep making unit cards, be my guest. I was going to start making unit cards once I figured out how to competently pose the unit models in Milkshape, but I've not had much luck there.
March 05, 2020, 01:04 PM
stevietheconquer
Re: Submod for Falcom Total War 3 [WIP]
use the card ,thank you for your great units,i will try to make more of them but they will not be perfect but they will be good enough to use and like you said better then vanilla cards,i will see what i can do,but it will take time offcourse
here are some unit cards i already made through gimp,it seems that the unit naffatun is showing without units,you only see the green arrows, i guess it is becausce the code of that unit is missing in the unit_model file and the kwazermian cavalry is ctd the game
i will try to continue on the unit cards
downloadlink for unit cards;old one
March 08, 2020, 09:57 AM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
Thanks for letting me know about the Naffatuns; I just fixed it and they'll show up properly in the next build. As for the Khwarezmian Cavalry, I just forgot to disable them from custom battles because they aren't finished yet. I also fixed the textures on the Karariyah rucksacks, which I'm not sure how I screwed up in the first place...
The unit cards look pretty good to me. I like how you chose a different turban colour for each of the desert cavalry unit cards.
March 08, 2020, 02:02 PM
stevietheconquer
2 Attachment(s)
Re: Submod for Falcom Total War 3 [WIP]
thank you,i will continue with the cards and will try to make unit_info cards to as i am getting better with gimp now , look at some picture;they are not perfect but i think ok for an hobbysist
edit; i will put an downloadlink for new unit and info cards i made,the next update will be next weekend as i don't want the work to be lost(i think i made all the mongols)
downloadlink;old one
edit2;are the tuareg spearmen gonna be vanilla unit or are you gonna change it to into a new model?
March 12, 2020, 02:09 PM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
The Tuareg Spearmen unfortunately did not survive the purge and won't be a unit in this mod. The 500 limit kind of hurts. The full intended rosters of each faction is shown when you select Late period, since all periods will cause crashing for quite a few of them (the problem is because we plan to implement an AoR system, so each faction was "given" a ton of units they won't usually have; once over 200 units are selectable in custom battles it causes a CTD).
So if you were wondering why some factions caused a CTD, there it is lol. I'll update a few of my posts to include a warning about the periods.
March 12, 2020, 04:45 PM
stevietheconquer
Re: Submod for Falcom Total War 3 [WIP]
thanks for the explanation, will continue with the unit cards and unit info cards, there are many but will eventually get them all done, I am glad I can help you
March 14, 2020, 05:43 PM
stevietheconquer
Re: Submod for Falcom Total War 3 [WIP]
new downloadlink for new update for the cards;i did,more factions are done,still more to do,but slowly but surly will finish them,only need time,hope they are good,if not use them as placeholders as they are better then vanilla onces
new downloadlink:old one
next weekend i will upload new onces if i got enough of them ready,cheers
March 15, 2020, 01:58 PM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
Portugal is here! Their roster is very similar to Castile (which might make you wonder I took so long but don't think about it too hard), though they have different elite units. Unfortunately, due to EDU limitations, quite a few of their units have Spanish names; sorry!
Castile will get one or two more units (probably Basque archers and the Spanish Royal Guard) to distinguish them further from Portugal later down the line.
March 18, 2020, 10:18 PM
DaddyPanda
Re: Submod for Falcom Total War 3 [WIP]
hoping that you can insert a faction base on the people of South East Asia, Malays. I'm from the Philippines so it would be nice to play with some ancestral units.
March 19, 2020, 04:42 PM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
Unfortunately, the faction limit has already been reached so we can't add any more. You might be happy to hear that Majapahit is one of the planned factions, though.
March 21, 2020, 04:34 PM
stevietheconquer
Re: Submod for Falcom Total War 3 [WIP]
a new udate on the cards,better then vanilla; downloadlink;old one
March 24, 2020, 06:06 AM
DaddyPanda
Re: Submod for Falcom Total War 3 [WIP]
oh, hopefully, there will be an update for all unit cards, also, looking forward to play Korea in campaign
March 26, 2020, 10:40 AM
Metal.Pigeon
Re: Submod for Falcom Total War 3 [WIP]
Here's a new faction: the Mexica/Aztecs (not entirely sure what their faction name will be at the moment). They'll have very good infantry that can pretty much take on any of their Old World equivalents one-on-one, with larger unit sizes and faster movement speeds. However, their units have light or no armour, so they're especially vulnerable to missiles and flanking attacks.
Cuextecatl (unique unit): The Aztec variant of this uniform apparently only came in red, but others used white and black. Since said others aren't playable in this mod, I just decided to throw them all together for the sake of visual diversity.
Since I was already in this part of the world, I might as well have done the Maya. While there's no real historical backing for this, I decided to go the Age of Empires II route and make the Maya a more skirmisher/archer focused faction than the Mexica. Don't expect the Incas anytime soon, though; they'll require a very visually distinct roster.
General's Bodyguard: I couldn't find any reference to these kinds of suits being worn by the Maya, but nobody seemed to complain about it in the Kingdoms campaign, so...