Page 1 of 4 1234 LastLast
Results 1 to 20 of 71

Thread: UNIT ROSTER

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default UNIT ROSTER

    hey just a quick question, does this mod have a unique unit roster?

    i've been looking at mods in the forum like SS and Broken C, and while the ideas about the factions sound awesome, in terms of units i find them disappointing, mainly because the units that they used were none other than the same vanilla units.

    i've very very excited with this supermod because it is already being described as the EB of M2TW even at this early stage, and i just wanted to know if it aims to also at least alter the looks and stats, as well as the sometimes obviously over-simplified and over-generalized names of the units. if this isn't the case then i'm suggesting that this be done, to add to the 'atmosphere' of the whole thing. i'm very concerned with this because i think a huge part of the reason why EB became such a much-loved and followed mod is because of the sheer depth and detail(in terms of unit descriptions and research) of its unit roster.

    that's all, and good luck to you guys.

  2. #2
    Douchebag's Avatar Vicarius
    Join Date
    Jan 2007
    Location
    A place called White Castle
    Posts
    2,748

    Default Re: UNIT ROSTER

    I dont think BC has any vanilla units...did you even play BC?

  3. #3

    Default Re: UNIT ROSTER

    BC includes factions that had nothing in common vanilla units...at all...EVER
    --- Theseus1234
    Suum cique (To each their own) -Motto of the Kingdom of Prussia

    The Crown of Aragon AAR- The Iberian Supremacy
    Quote Originally Posted by Justice and Mercy View Post
    My opinion is 100% objective. That's how I'm so right all the time.
    ^Human hubris knows no bounds.

  4. #4
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: UNIT ROSTER

    The monastic orders roster will be a unique one the way this mod will present them and that will be only the begining!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  5. #5

    Default Re: UNIT ROSTER

    it would be cool to see more original units

  6. #6
    Senator
    Join Date
    May 2008
    Location
    London, England
    Posts
    1,034

    Default Re: UNIT ROSTER

    Will all the units be non-vanilla??

  7. #7
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: UNIT ROSTER

    Quote Originally Posted by Basil 11 View Post
    Will all the units be non-vanilla??
    Hopefully. But we have found skinning a real pain unlike BC we have no superskinners... What we plan to do is to use placeholders from other mods and re-arrange some vanilla units with new stats and names in the mod so that we can get a Beta out quicker. It's not perfect but it is the best we can do, we are not going to use units but you may have seen them before. The overall effect will be to have a new gameplay.
    Some units that we cannot just replace we are making from scratch such as the Monastic Orders, some of which have never been seen in the modding community before, we are going well beyond Kingdoms. There are some unsual and perhaps impossible units that we want to make too, such as Mongolian Dragon Rockets, Eastern European War Wagons, Siege screens, and Byzantine giant repeating ballista. All of which are worth the work and WILL make an impact on the commnity, whereas more English Billmen re-skinned probably won't matter to most.

  8. #8
    Giorgios's Avatar Campidoctor
    Join Date
    Apr 2008
    Location
    England
    Posts
    1,722

    Default Re: UNIT ROSTER

    Will you be using the complete Byzantine Unit Roster? It looks incredible! I think I've already read that you are, but this would seem the best place to ask...

  9. #9
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: UNIT ROSTER

    Quote Originally Posted by Giorgios View Post
    Will you be using the complete Byzantine Unit Roster? It looks incredible! I think I've already read that you are, but this would seem the best place to ask...
    Thank you for your kind words!!!
    My friend I am one of the 1st members of THIS mod!
    All the expirience in THIS mod is mirrored on CBUR project!!!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #10
    Basileos's Avatar Decanus
    Join Date
    Jul 2007
    Location
    in the big city
    Posts
    535

    Default Re: UNIT ROSTER

    Quote Originally Posted by Hross View Post
    Hopefully. But we have found skinning a real pain unlike BC we have no superskinners... What we plan to do is to use placeholders from other mods and re-arrange some vanilla units with new stats and names in the mod so that we can get a Beta out quicker. It's not perfect but it is the best we can do, we are not going to use units but you may have seen them before. The overall effect will be to have a new gameplay.
    Some units that we cannot just replace we are making from scratch such as the Monastic Orders, some of which have never been seen in the modding community before, we are going well beyond Kingdoms. There are some unsual and perhaps impossible units that we want to make too, such as Mongolian Dragon Rockets, Eastern European War Wagons, Siege screens, and Byzantine giant repeating ballista. All of which are worth the work and WILL make an impact on the commnity, whereas more English Billmen re-skinned probably won't matter to most.
    Is there a way to attract good skinners actually?because WE units won't be that difficult to skin,but the islamic factions will...

    "I created disco"
    "**** Me I'm Famous"
    Al-Andalus/moorish researcher for DotS.
    Come and visite the DotS threads! : http://www.twcenter.net/forums/forum...prune=-1&f=492

  11. #11

    Default Re: UNIT ROSTER

    There are some unsual and perhaps impossible units that we want to make too, such as Mongolian Dragon Rockets, Eastern European War Wagons, Siege screens, and Byzantine giant repeating ballista. All of which are worth the work and WILL make an impact on the commnity, whereas more English Billmen re-skinned probably won't matter to most.
    We're not talking fantasy units here? Please tell me not.
    Son of PW

  12. #12
    Copperknickers II's Avatar quaeri, si sapis
    Citizen

    Join Date
    Mar 2008
    Location
    The Carpathian Forests (formerly Scotlland)
    Posts
    12,641

    Default Re: UNIT ROSTER

    Quote Originally Posted by Theodotos I View Post
    We're not talking fantasy units here? Please tell me not.
    I can show you approximately eight verified sources for each of those, if you don't think they are real.
    A new mobile phone tower went up in a town in the USA, and the local newspaper asked a number of people what they thought of it. Some said they noticed their cellphone reception was better. Some said they noticed the tower was affecting their health.

    A local administrator was asked to comment. He nodded sagely, and said simply: "Wow. And think about how much more pronounced these effects will be once the tower is actually operational."

  13. #13

    Default Re: UNIT ROSTER

    Quote Originally Posted by Hross View Post
    Hopefully. But we have found skinning a real pain unlike BC we have no superskinners... What we plan to do is to use placeholders from other mods and re-arrange some vanilla units with new stats and names in the mod so that we can get a Beta out quicker. It's not perfect but it is the best we can do, we are not going to use units but you may have seen them before. The overall effect will be to have a new gameplay.
    Some units that we cannot just replace we are making from scratch such as the Monastic Orders, some of which have never been seen in the modding community before, we are going well beyond Kingdoms. There are some unsual and perhaps impossible units that we want to make too, such as Mongolian Dragon Rockets, Eastern European War Wagons, Siege screens, and Byzantine giant repeating ballista. All of which are worth the work and WILL make an impact on the commnity, whereas more English Billmen re-skinned probably won't matter to most.
    I suggest to check SS 6.1 models. This is great skinnig work a specialy the part of pagan Lithuanian roster. SS 6.1 is one of the best mod I ever play. The second one is DLV - this one have nice kings skins in bodyguard unit during the battle.

    You could also take best skins from another mods. See this:
    http://totalwar.honga.net/faction_un...s6&f=lithuania

    Did You consider to make new building models in the city menu? Vanilia style is awful.

    "The truth is in the middle... perhaps so that all interfere" Aristotle



  14. #14

    Default Re: UNIT ROSTER

    That'd be great.

    Take all the time you need!

  15. #15
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: UNIT ROSTER

    But not any more though...

  16. #16
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: UNIT ROSTER

    Quote Originally Posted by Hross View Post
    But not any more though...
    A number of mods honored me by making me a member of their mod teams too...
    That is why i have to change sig from time to time as a minor acceptance of that honor!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  17. #17
    Hengest's Avatar It's a joke
    Join Date
    Oct 2005
    Location
    Great Britain
    Posts
    7,523

    Default Re: UNIT ROSTER

    Nice!

  18. #18

    Default Re: UNIT ROSTER

    in response to the original post, i like quite a lot of the vanilla units, but it would be nice to see some of them re-skinned, but can someone add an anti-cavalry unit to england such as something that can form a spearwall like billen. I am sure in history that they were very long weapons and formed a spear wall, (i'm referring to during the civil war but I assume they existed beforehand).

    Scotland as well needs a re-vamp. I love playing as them but their units are terrible. With the exception of the highland nobles and some of the later armour noble units they are bad. Perhaps add a nice shock unit armed with hand axes that are fast running. Like a medium damaging milita unit. Also gunpowder. A re-skinned version of irleands caliver units would be good. During the jacobite rebellions they had muskets so it shouldnt seem too out of the ordinary if they could have a basic gun unit.
    Archers for scotland, perhaps the invention of a huntsmen type unit. One that is good at ambushes, perhaps armed with basic longbows to recognise that rather than a typical standing army scotland had access to some very skilled locals.

    Also, unless it is intended that wales be a seperate faction, england should be able to recuit some welsh units in wales, to add variety to the units.

  19. #19
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    18,974

    Default Re: UNIT ROSTER

    This mod has some of the best english/scotish researchers in the forum!
    Wait no less than perfect work!
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  20. #20

    Default Re: UNIT ROSTER

    Is it possible to speed up battle animation during battles? At the moment I find that the soldiers, although the animation in itself is good, that it is a little slow (not due to lag). The battles do show the epic scale of war but I find at times that it is lacking in "franticness" or ferocity. I think this problem mainly applies to spearmen, two handed weapons usually axes and to the sword and shield men.

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •