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  1. #1
    Gen.jamesWolfe's Avatar Vicarius
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    OK, just to let everyone know, the mod is more than alive and well. So far, the current things have and are being worked on: 1-2D artwork (non unit): this is currently being handled by myself and Milner: these will introduce a new loading screen, menu scree, UI interface, etc, etc. 2-currently working completing the cavalry of all armies in Europe: specifically, work has shifted away from the men, to their horses. 3-an overhaul of the models, so as to implement certain improvements that have arrived to me recently courtesy of Archaeopteryx (details of the 3D model). in addition, certain problems with the animations have to be ironed out, if not overhauled, due to the nature of the changes--especially to the hands. 4-I'm working on a more detailed explanation of the new unit stats which I hope to publish sometime in the future. 5-work on artillery is progressing smoothly and on schedule. introducing new effects (including lingering smoke), and waiting on the new CAS importer, so as to modify the siege engine animations. 6-general work is still going by on a faction by faction basis, only subdivided by unit category, to ease the workload. hopefully, I can get a full initial coverage of the armies of all factions by the end of this month, and certainly no later than Halloween. In the meantime, I must apologize for the seeming lack of activity here, especially the lack of previews and pictures: having found work as a mudlogger, I find myself with less and less time (though more and more money XD), to put into that most complex of tasks--planning and publishing previews. further, due to the nature of the internet connection on site, I cannot upload any files at this time (which I feel confident are ready for the player's eyes). So the newest version that was to be released this month will have to be postponed to an unknown date (though not indefinitely). Furthermore, in-spite of the release of Total war Rome 2 (or more accurately, because of it), I have decided to redouble the amount of effort placed into this mod: I intend to deliver something in my next release to make up for the latest release, which God-willing will include a Campaign map (at last, I know). Finally, anyone here wants to add to the mod a Turkish voice-mod? I'd be much obliged for it.
    Last edited by Gen.jamesWolfe; September 08, 2013 at 05:59 AM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  2. #2

    Default Re: the Seven Years War mod (originally: asking for permission.)

    I wonder how does infantry counter cavalry in this mod?

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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by BroskiDerpman View Post
    I wonder how does infantry counter cavalry in this mod?
    well, all the line infantry get a substantial combat bonus against cavalry (they're armed with bayonets afterall, and horses are easier targets to shoot at). aside from that, just shoot them up--focus your fire on them: the cavalry in the last version should be very vulnerable to being shot at (as they were originally), though it was before I completed my restating. This restating has weakened the cavalry to a more realistic level (which believe me, was not an easy task: RTW is crap for this).

    Even then though, the thing is, you ideally don't want your infantry to deal with cavalry alone: have some cavalry of your own ready to stop all comers--or at least help you do so. that's what they were there for in the real war, and in this mod: attacking other cavalry, or attacking isolated/routing infantry.
    Last edited by Gen.jamesWolfe; November 05, 2013 at 11:49 AM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  4. #4

    Default Re: the Seven Years War mod (originally: asking for permission.)

    Interesting, I know later on during late 19th century cavalry was essentially countered by sheer fire power. As soon as the cavalry engaged in mass your infantry is doomed.

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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by BroskiDerpman View Post
    Interesting, I know later on during late 19th century cavalry was essentially countered by sheer fire power. As soon as the cavalry engaged in mass your infantry is doomed.
    it was even more so during this period: Look up the battle of Minden: dozens of squadrons of French cavalry gunned down by 6 battalions of British infantry: this was in a head on collision mind you, and the Tommies never went into a square, but kept their lines. It was a close run thing though: discipline carried the day.

    the difference really is that the weapons were far deadlier in the next century, and it was much easier to just gun them down.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  6. #6

    Default Re: the Seven Years War mod (originally: asking for permission.)

    Indeed.

    In FoTS I laugh whenever the Dr.Gatling speech plays so as soon as I hear that I know my opponent has Gatling guns on the field which in FoTS are quite bad compared to Armstrong guns and such.

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    Laetus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    When this mod will be released?

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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by polon View Post
    When this mod will be released?
    already has been: the latest version is just incomplete. it's a few pages back.

    as to the full mod? I don't know. I'm working as fast as possible, but I have a job now, and it takes time from my work.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


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    Laetus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    I' m glad, that mod is not extinct. Gladly I would play campaign on SYW mod.
    Good luck!

  10. #10
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    great news!

    just today, after much effort, thinking, and skill, the siege engine animations have been successfully cracked! Johnwhile, the user who made a cas and mesh importing/exporting tool for 3dsmax, has kindly helped me tackle this particular subject--which those of you following know has vexed me for some time. Thanks to his help and advice, I was able to learn to use his tool, and in addition, create the first animation of a cannon, specific to the cannon: a 3 pounder liechtenstein ordnance was the guinea pig, and with it, I was able to make the loading sequence last 30 seconds, instead of the old five seconds. some bugs still need to be ironed out, but the breakthrough is there at last.

    the implications of this are staggering: no longer is artillery overly powerful (due to the rate of fire),and I can put effort into creating genuine varieties of artillery, including the complex geschwindestueck, mentioned several pages back. I can now in theory also create new skeletons for the siege engines, further increasing operational flexibility, and even much around with gun size in a meaningful way: however, this last part is still being looked at, though initial results are promising.

    so three cheers for Johnwhile!

    in further news, Archaeopteryx, the creator and lead modder for Sudamerica: total War has also kindly helped me with the models, giving helpful suggestions, tips, and new hands with which to polish the look of the units. thanks to him, texture quality has improved dramatically--as have the models' quality; models look far better, and the heads aren't as baby-like as before.

    another three for Archaeopteryx!
    Last edited by Gen.jamesWolfe; January 17, 2014 at 06:07 AM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  11. #11
    Domesticus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Hello!


    How are you doing with your sub-mod?


    Have you tried doing the units for the "First World War"?

  12. #12
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by Crociato78 View Post
    Hello!


    How are you doing with your sub-mod?


    Have you tried doing the units for the "First World War"?
    Crociato78: sorry I didn't reply sooner: cannot access this site at work due to PASON server's DNS blocks (apparently they think this is a gambling website).

    the submod does well. I'm right now implementing some changes begun by Archaeopteryx, as well as touching up pre-existing units and adding new ones.

    as to the WW1 mod: for which total war game?
    Last edited by Gen.jamesWolfe; May 25, 2014 at 10:46 PM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  13. #13
    Domesticus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    For Rome Total War.

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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by Crociato78 View Post
    For Rome Total War.
    if you refer to models I made, yes, have done so (for a handful of units), but haven't done the animations, and I've run into a snag with hard-coding (namely with Machine guns: without being able to do that, I didn't and couldn't be bothered with making a model for the machine gun). As it is, I'm focusing all my efforts into both my Seven Year's War mod, and the Stats work for EB II.

    tell you what, if you can put the models I made/will make to good use from the WWI timeperiod, I'll be more than happy to lend them to you--if you choose to make a mod yourself based on it.

    as progress is good on my mod, I plan to also upload the latest version for all here to enjoy. this I hope will be the final chance to get a campaign map finally made (since all the main units--outside artillery--are finally done: just need to touch them up, and re-stat them): a complete list of provinces is also done. Just need a mapper (at this point, my inability to make long-term networking is biting me in the ass )

    if you refer to a mod out there, I've never heard of it.
    Last edited by Gen.jamesWolfe; May 26, 2014 at 09:29 PM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  15. #15
    Domesticus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Ok!


    In proven you can link me the link of your "SYW" mod (latest version) and your work on the WW1.


    Then I see if I can create something for the WW1.

  16. #16
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by Crociato78 View Post
    Ok!


    In proven you can link me the link of your "SYW" mod (latest version) and your work on the WW1.


    Then I see if I can create something for the WW1.
    I'll need some time before I could do that first part, but the second part, I could do as soon as I can access the WW1 material
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


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    Domesticus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Ok!


    As soon as you have time give me the link of the material unity of WW1.


    Then I see if I can do something.


    I thought that if there is a map of the campaign of your mod "SYW", it could also be used for the future mod "WW1" (with some modifications to the regions and cities).


    A map of the campaign (Europe + Middle East + North Africa + North and Central America).


    What do you think?
    Last edited by Crociato78; May 28, 2014 at 12:05 AM.

  18. #18
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by Crociato78 View Post
    Ok!


    As soon as you have time give me the link of the material unity of WW1.


    Then I see if I can do something.


    I thought that if there is a map of the campaign of your mod "SYW", it could also be used for the future mod "WW1" (with some modifications to the regions and cities).


    A map of the campaign (Europe + Middle East + North Africa + North and Central America).


    What do you think?

    well, I don't have a completed map. have the province names in the appropriate text (complete with capitals and a basic outline of resources), and I do have some TGA's done, but I can't get it to run. it's only for Europe, the Near East, and North Africa.

    Anyways, found some units: one of them is complete, and I now attach here (a German soldier, c. 1917) German_soldier.zip

    There's a british tommy as well, but no rifle for him yet, will send him to you when the rifle is done.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  19. #19
    Domesticus
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Thank you!


    However, it is always possible to make tanks as in "Warhammer Total War".


    The map that you have for your mod should be to "EB"?

  20. #20
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    Default Re: the Seven Years War mod (originally: asking for permission.)

    Quote Originally Posted by Crociato78 View Post
    Thank you!


    However, it is always possible to make tanks as in "Warhammer Total War".


    The map that you have for your mod should be to "EB"?
    yeah, it is possible to make tanks (well, "male" British tanks and French tanks anyways), but that still leaves the machine guns as a problem. the rate of fire is the biggest stumbling block. I can "fake" the effect, but the amount of bullets in the air would be minimal (no more than ~50-100 rnds a minute at most), and therefore lack the ability to affect the battlefield the way a machine gun should. it's a hardcoding issue: there's no way to tell the AI to fire in bursts..

    but don't despair: with the recent news over at the RTR forum, this might change.

    as to map: no, it would be ill advised to use the map for EB: Sweden, Denmark-Norway, and Russia lose out on the map as done by EB. as mentioned, I have made the maps, but cannot get them to work. I attach them here for you to see what I have in mind. A separate map would have to be made for the Americas and India. the fragmentation of Germany (and the fact that the majority of factions are German), make it impossible to accurately represent the politics of the time in under 199 provinces (plus the sea) while at once covering Europe, India, and the Americas.

    I start with Europe, since it has almost all of the factions. I'm considering making use of the recent progress with unlocking factions, and fleshing out the Americas and India (and adding a few in Europe too: Palatinate, Sicily, Morocco, etc). But that is in the future. for now, if you can get this to work (or know someone who can), I would be grateful, and I have to focus on what factions I can use at this time (which are just 21 in number). (I intend to release the mod itself soon: again, unfinished, but you'll see a huge change in it I hope).

    finally, your tommy will have to wait till I can make time to provide him with a Lee-Enfield. Once that is done, you'll have someone the Germans can fight

    SYW.zip
    Last edited by Gen.jamesWolfe; May 30, 2014 at 03:21 AM.
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


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