Page 6 of 35 FirstFirst 1234567891011121314151631 ... LastLast
Results 101 to 120 of 684

Thread: HundredYearsWar 0.99 - General Discussion

  1. #101
    Violator's Avatar Centenarius
    Join Date
    Apr 2008
    Location
    HELLAS(Greece) Serres City!!
    Posts
    879

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by KozaK101 View Post
    I don't know if this ahs been asked before but are there any plans for adding factions beyond the welsh and flanders? Like Ireland, Scotland or Navarre etc.

    P.s. this looks awesome i can't wait for the full version
    Check this thread and you will find your answers!!

  2. #102
    Swagger's Avatar Imperial Coffee-Runner
    Join Date
    Apr 2007
    Location
    Portugal
    Posts
    12,434

    Default Re: HundredYearsWar 0.7 - open Beta

    is there any bugfixer/patch for the beta?


    (already released)
    Under the Patronage of the Dreadful cedric37!
    Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod

  3. #103

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by KozaK101 View Post
    I don't know if this ahs been asked before but are there any plans for adding factions beyond the welsh and flanders? Like Ireland, Scotland or Navarre etc.

    P.s. this looks awesome i can't wait for the full version
    There are plans yes, but there isn't any time

    4 Essays, 2 exams and loads of beer go before modding

  4. #104
    Lysimachus's Avatar Spirit Cleric
    Join Date
    Sep 2008
    Location
    United Kingdom
    Posts
    8,083

    Default Re: HundredYearsWar 0.7 - open Beta

    Is it possible for you guys to adjust the helmets for the Noble/English/Chivalric Knights so it fits the unit card? Even if it's just optional, because the helmets they use now in my opinion are just hideous! Or is it something I can do myself with a little text editing?

  5. #105

    Default Re: HundredYearsWar 0.7 - open Beta

    That requires modelling mate ... and none of thus is able to do that:
    -OAM can make maps because he did geography (or was it geology) once
    -Vas can photoshop really well
    -And I can read tutorials really well

    But that kinda is where our mod abilities end

  6. #106

    Default Re: HundredYearsWar 0.7 - open Beta

    Quote Originally Posted by Swagger View Post
    is there any bugfixer/patch for the beta?


    (already released)
    Swagger,

    I am pondering giving out an intermediate version once we have fixed the culture problem. It is giving us a lot of headaches, as we are doing this without wanting to make the mod kingdoms (at least I am).
    The religions have now been turned into cultures, and the ability of priests to convert people has been turned off, as well as heretics and witches. What we are looking for is for a mechanism to convert culture very slowly (at a realistic rate). The minimum churches allow us to do is 2% and that seems to be hardcoded.
    The only other trigger we have found so far, is the religionstarter trait, but I can not think of any way of automatically giving every general this trait.

    So, if someone has a good idea, it would be immensely appreciated!

    As to what stig says, it was actually earth sciences, and I have done my fair share of time on geographical information systems.

    There might be a lot more coding done in future, as I have been attending uni again (maths) and have been indoctrinated in matlab to a level that I can occasionally feel it oozing out of my brain.

  7. #107
    Lysimachus's Avatar Spirit Cleric
    Join Date
    Sep 2008
    Location
    United Kingdom
    Posts
    8,083

    Default Re: HundredYearsWar 0.7 - open Beta

    Wouldn't it simply be a case of reskinning the unit (Did you reskin the welsh two-handed axe unit from Britannia Campaign)? Also, just want to know why are the faction rosters so small and why the rebels have invisible units? For example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).

  8. #108

    Default Re: HundredYearsWar 0.7 - open Beta

    Ask Vas, he is the skinning guy

  9. #109
    danova's Avatar Protector Domesticus
    Join Date
    Aug 2007
    Location
    Hungary / Budapest
    Posts
    4,669

    Default Re: HundredYearsWar 0.7 - open Beta

    I like it! Rep!
    Last edited by danova; December 04, 2008 at 01:47 PM.

  10. #110

    Default Re: HundredYearsWar 0.7 - open Beta

    Also, just want to know why are the faction rosters so small and why the rebels have invisible units?
    When I find the time we will have mercenaries that will become your main army

    For example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).
    Because OAM assumed all soldiers in the roster would be rebel as well

  11. #111
    Lysimachus's Avatar Spirit Cleric
    Join Date
    Sep 2008
    Location
    United Kingdom
    Posts
    8,083

    Default Re: HundredYearsWar 0.7 - open Beta

    By that do you mean he thought that the grey tones would be applied to all units without further skinning?

  12. #112

    Default Re: HundredYearsWar 0.7 - open Beta

    Yup, but I never did that ... should not be too difficult (as it involves copying loads of lines and little less) but I don't have the time for it

  13. #113

    Default Re: HundredYearsWar 0.7 - open Beta

    What are you talking about stig?
    I had never anything to do with any of this.

  14. #114

    Default Re: HundredYearsWar 0.7 - open Beta

    Ermm, yes you had ... you modded the descr_strat

  15. #115

    Default Re: HundredYearsWar 0.7 - open Beta

    Ah that! Still Vas's responsibility.

    I'm going to make sure it's fixed thought.

  16. #116
    =NF= Vasileios_the2nd's Avatar Semisalis
    Join Date
    Sep 2008
    Location
    Athens.Greece
    Posts
    458

    Default Re: HundredYearsWar 0.7 - open Beta

    About the invisible rebels.
    Oam has put pikemen and gendarmes as rebels, while Stig had said we should have them out, that is why I never bothered to skin them

    @danova
    Very kind offer! I see you have some beautiful stuff done there. I will let you know if I want to "borrow" anything. Thanks!

    Is it possible for you guys to adjust the helmets for the Noble/English/Chivalric Knights so it fits the unit card? Even if it's just optional, because the helmets they use now in my opinion are just hideous!
    It is, but not for the very next releases. It is something unimportant, so it goes for the last changes. We have far more important things for now
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  17. #117
    Lysimachus's Avatar Spirit Cleric
    Join Date
    Sep 2008
    Location
    United Kingdom
    Posts
    8,083

    Default Re: HundredYearsWar 0.7 - open Beta

    By the way, just want to know is the weapon part of the unit model? Because, otherwise it'll simply be a case of recolouring a unit and setting it's weapon. Love this mod by the way!

  18. #118
    =NF= Vasileios_the2nd's Avatar Semisalis
    Join Date
    Sep 2008
    Location
    Athens.Greece
    Posts
    458

    Default Re: HundredYearsWar 0.7 - open Beta

    I'm affraid I can't understand what you mean there. Can you explain it a bit better?
    "Greeks dont mod like modders, modders mod like greeks." -PorkyJack
    10 new captain models (campaign map) to download

  19. #119
    Lysimachus's Avatar Spirit Cleric
    Join Date
    Sep 2008
    Location
    United Kingdom
    Posts
    8,083

    Default Re: HundredYearsWar 0.7 - open Beta

    Basically, let's say a spear unit. Would the weapon actually be part of it's unit model or is it assigned in the EDU?

  20. #120

    Default Re: HundredYearsWar 0.7 - open Beta

    It's part of the model ... I tried what you said and it does not work

Posting Permissions

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