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Thread: Scandza: Total War

  1. #241
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    Cheers! As you can see, your suggestions helped me quite a bit.

    You can't play RTW with Windows 10? I didn't know, but that's quite annoying...
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  2. #242

    Default Re: Scandza: Total War

    Wow, lots of work has been done here! Great stuff Dansk!
    One of the most sophisticated Total War modders ever developed...

  3. #243
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    Thank you!

    There's no knowing when my next burst of inspiration arrives, possibly next time I have a huge assignment to write...
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  4. #244
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    True to my word, I found inspiration approaching my exam period.

    I added resources to the map to the best of my best ability. It's pretty daunting having to research the geology, etc. of the entirety of Scandinavia and vicinity for this kind of thing, but I hope I made a plausible distribution of resources.

    My next project will be adding a base of units to all the factions - mostly a matter of retexturing Germanic ATW units. So I've set about learning how to do that, and I think I'll be able to make some high quality stuff, higher resolution, at least, than some of the old textures.
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  5. #245
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    So, I've started to retexture units, mostly creating varied shield patterns and colours. After a while I realised I wanted to change more, so I also started learning how to work with the 3D models; this I did mostly because I wanted to experiment with overhand spears for some units. I won't go all in with the overhand spears though, picking a side in that heated debate, but I've chosen to have spear units that are able to form shield wall formation use the overhand animation (ideally you could have them switch between the underhand and overhand stance, but that's a bit more complicated).

    Here's a small preview of my work so far:

    Spoiler Alert, click show to read: 











    Obviously very much work in progress, and it'll probably improve along with my increasing experience texturing and modelling; some of the basic units will have to be overhauled to more reflect the equipment that we have from this period (especially thinking about the bog deposits spread around Denmark and southern Scandinavia).
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  6. #246
    Joar's Avatar - Now You Know -
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    Default Re: Scandza: Total War

    Looks great!

    Keep up the good work, I'm following this mod with great interest!

  7. #247

    Default Re: Scandza: Total War

    Amazing, Dansk! I've never seen overhand spear animations in RTW, and this looks great. Sounds like a good idea to keep it for the shield-wall-capable units, and use underhand animations for the rest - nice compromise there, I think.
    One of the most sophisticated Total War modders ever developed...

  8. #248
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    Thank you for your kind words!

    It's been a bit quiet in here, so I thought I'd just show a little something I made a while ago: new strat models for settlements.



    From the left: Town (w/wo. wall), Large Town (w/wo. wall), City (w. wall/large wall).


    I also changed the port models to be more "barbarian", and removed the clutter in the water next to them.

    Other work includes scripting for population management (including modelling of the Anglo-Saxon migration), playtesting for balance, as well as some rework of Norwegian starting positions and characters (had to reconsider the timeline, moving everything back in time).


    Now closing in on ten years of development, hopefully I'll come close to something that I can let you guys try!

    Most important things that I need to do before that includes: a fair selection of units for all factions, rebel factions and their starting strength, general faction balance.
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  9. #249
    Joar's Avatar - Now You Know -
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    Default Re: Scandza: Total War

    Nice work!

    Looking forward to seeing more!

  10. #250

    Default Re: Scandza: Total War

    Looking good, Dansk! 10 years of development ... sounds about right Hope you get some time to keep it going this year
    One of the most sophisticated Total War modders ever developed...

  11. #251

    Default Re: Scandza: Total War

    Oh, it's not dead.

  12. #252
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    Things are shaping up... I put in some effort to make more skins for the North Germanic factions - most of them of decent quality but not all at the standard of ATW's own skins or better (though some are, I think, especially those I did after I got some practise in).

    Even though quite a few things are unpolished and despite the amount of placeholder texts and UI elements, there's really not too much to be done in order to release a decent beta version.


    If anyone would want to take a look at the current state of things and provide me with feedback, suggestions, etc. please send me a PM.
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  13. #253
    demagogos nicator's Avatar Domesticus
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    Default Re: Scandza: Total War

    Sounds really good. Keep it up!

  14. #254
    Dansk viking's Avatar Semisalis
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    Default Re: Scandza: Total War

    Work continues sporadically...




    I was lucky enough to spend a few days of vacation in Norway, Sognefjorden mostly, and after that I decided to have another look at improving the fjords and settlements.



    Spoiler Alert, click show to read: 





    Now, the settlements act as choke points, simulating that you'd have to use boats to be able to move about in these areas (and thus have at least some control over the area). You can see how it works here:

    Spoiler Alert, click show to read: 








    The crossings and mountain passes, etc. have been looked into in quite some detail, and I even made an effort to make the areas around the settlements look nearly like in reality.

    Some of the areas may not look pretty on the campaign map:

    Spoiler Alert, click show to read: 





    ... but the battle map looks quite similar to the real world picture:

    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Last edited by Dansk viking; July 25, 2018 at 02:08 PM.
    Gesaga him ac wordum, t he sint wilcuman Deniga lodum

  15. #255

    Default Re: Scandza: Total War

    Good to see RTW mods and such a beautiful map and interesting timeframe. Keep on working!!


    ROME TOTAL REALISM ANABASIS FORUM: HERE

  16. #256
    demagogos nicator's Avatar Domesticus
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    Default Re: Scandza: Total War

    Great work!

  17. #257

    Default Re: Scandza: Total War

    Looks great!

    I imagine the narrow mountain passes will also help channel the AI in intelligent ways.
    One of the most sophisticated Total War modders ever developed...

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