Thread: The Great Conflicts main discussion thread. Please post here!

  1. #2161
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Officers and banner carriers will have their own place to TGC's units.
    WIP:



    Banner carrier and banner model by Koultouras.
    Banner texture by Gogo-t!
    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.


  2. #2162
    Cro-Gamer's Avatar Civis
    Join Date
    Dec 2010
    Location
    Germany,Ulm
    Posts
    192

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    yeah I loved the banner carriers in Ntw
    this is awesome

  3. #2163

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    does the banner have later Islamic art?

  4. #2164
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Quote Originally Posted by Armatus View Post
    does the banner have later Islamic art?
    Yes...We were unable to find banner symbols in good shape enough to become banners. The banner is of 11th century and after.
    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. #2165

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    the captain doesnt fit with the rest

  6. #2166
    Hrobatos's Avatar Praeses
    Join Date
    Dec 2009
    Location
    Berlin, Germany
    Posts
    7,786

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    obviously thats vanilla catain which still hasnt been replaced

  7. #2167
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Quote Originally Posted by Kyho View Post
    the captain doesnt fit with the rest
    Quote Originally Posted by Hrobatos View Post
    obviously thats vanilla catain which still hasnt been replaced
    Yes captains ,generals,banner carriers,heirs and kings/emirs/emperors will be new for all factions.
    This replacement will take a while in the step by step each faction's roster evolution.
    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.


  8. #2168
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Deleted by HEX request.
    Last edited by AnthoniusII; January 26, 2011 at 06:31 AM.
    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.


  9. #2169
    Treize's Avatar Dux Limitis
    Join Date
    Dec 2007
    Location
    Gelderland
    Posts
    16,093

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Are you still planning to have the Acrocorinthos as the only castle? Will this replace Corinthe or will it be a settlement in a settlement like the ones in Rusichi: TW? The latter would be a nice feature to add IMO.
    Miss me yet?

  10. #2170
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    We intead to have Acrocorinthos as citadel shape permannent fort.
    Now that the new tools are available.
    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.


  11. #2171
    Treize's Avatar Dux Limitis
    Join Date
    Dec 2007
    Location
    Gelderland
    Posts
    16,093

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Will it be a citadel (three layered castle)? Or something new? And will Corithe itself be in the game? This is why I suggested to make it like this:
    Spoiler Alert, click show to read: 




    Although this is a TGC mod question please read TGC's way of reqruitment.
    Any way...The lack of melee troops for Romans will be filled only by mercenaries.
    Most of them will belong to the "event by reqruited mercenaries".
    For example after 901-904 and after the 1st Rus raids Rus raiders (vikings) will be available to Romans.
    Are that mercenaries like the normal mercenaries that generals can recruit out in the field or are that mercenaries like the latinikon and the others of the Komnenan unit roster?

    As for the event mercenaries, will you only have one change to recruit them or can you always recruit more?
    Last edited by Treize; January 23, 2011 at 11:06 AM.
    Miss me yet?

  12. #2172
    Campidoctor
    Join Date
    Dec 2009
    Location
    São Paulo, SP, Brasil
    Posts
    1,832

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Are you going to represent the Anastasian Walls in this mod. It could be something like Minas Tirith's protection in TATW. You could represent the Theodosian Walls that way too

  13. #2173
    Treize's Avatar Dux Limitis
    Join Date
    Dec 2007
    Location
    Gelderland
    Posts
    16,093

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    That wall was not in use anymore an partially demolished.
    Miss me yet?

  14. #2174
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Quote Originally Posted by ♔IPA35♔ View Post
    Will it be a citadel (three layered castle)? Or something new? And will Corithe itself be in the game? This is why I suggested to make it like this:
    Spoiler Alert, click show to read: 






    Are that mercenaries like the normal mercenaries that generals can recruit out in the field or are that mercenaries like the latinikon and the others of the Komnenan unit roster?

    As for the event mercenaries, will you only have one change to recruit them or can you always recruit more?
    First thing first:
    Acrocorinthos will be (if we will get help soon) a separate castle (and object on the map) from the city of Corinthos.
    On the battle map we will try that acrocorinthos fort will look like the real one.
    Now the mercenaries.
    If you read the reqruitment system you will see AOR mercenaries and event through ones.
    AOR mercenaries will be available as all mercs in vanilla game.
    Event through mercs will become part of each faction's reqruitment pool.

    Quote Originally Posted by ByzantineCaesar View Post
    Are you going to represent the Anastasian Walls in this mod. It could be something like Minas Tirith's protection in TATW. You could represent the Theodosian Walls that way too
    I have something in mind for the Constantinople's city model.
    Espesially the Theodosian walls (under the game's and the tool's limitations).
    Anastasian walls could be something decorative inside the city.
    But first we must have the creator that will deal with it.
    Quote Originally Posted by ♔IPA35♔ View Post
    That wall was not in use anymore an partially demolished.
    Yes indeed.
    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.


  15. #2175
    Treize's Avatar Dux Limitis
    Join Date
    Dec 2007
    Location
    Gelderland
    Posts
    16,093

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Ah so you can recruit 'mercenary' units in cities. This is good.

    I must admit that I would love to see somthing like the Rusichi: TW settlement in a settlement. More mods should use this.

    EDIT:

    The Anastasian Walls are the ones outside of Constantinople, the great wall of Thrace. Not the Constantinian walls that would be used as decoration.

    Building a PSF wall around Constantinople would be a bit wierd since the city only has one real wall, the Theodosian wall. Prehaps PSF's could represent Blachernea which was not part of the city yet. Or prehaps galata?
    Last edited by Treize; January 23, 2011 at 02:36 PM.
    Miss me yet?

  16. #2176
    intel's Avatar Protector Domesticus
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    4,687

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Quote Originally Posted by ♔IPA35♔ View Post
    Ah so you can recruit 'mercenary' units in cities. This is good.

    I must admit that I would love to see somthing like the Rusichi: TW settlement in a settlement. More mods should use this.
    It would be better if this would be solved via custom settlements instead.


  17. #2177
    Treize's Avatar Dux Limitis
    Join Date
    Dec 2007
    Location
    Gelderland
    Posts
    16,093

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Ah yes, but that would still ony leave you with one layer of defence. Cities with mutiple inner keeps with their own gates and such are not even possible I think. And you certainly cannot add multiple victory square's to a single settlement.
    Miss me yet?

  18. #2178

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    Hi, I just wanted to say that I am hapyy about every modder working on the Roman/byzantine Empire. Unfortunately I don't have the time to help you (final exams are near....) either by modding or beta testing, but be assured, you have a fan. As soon as it is released, I will dl and play your mod.
    I really wish you good luck, as many promising mods died.

  19. #2179
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,055

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    The new tool that Makayane and wilddog created allow us to create a very accurate model of Constantinople with three sides with one line of huge walls but surrounded by sea and one side with two lines of huge walls (on diferend hights) with atleast three main gates .
    No need for "a city in a ity".
    TGC has so huge scale map that we are looking a way to add more settlements. Under makayane advice long ago we will add atleast one more "city" or village on the map as PSF.
    Instead of castles villages and cities will apear.
    That will make TGC more realistic.
    For all these we are in a need of someone to create such models.
    But most of the creators of such projects are creating buildings and other staff for other projects.
    For now...
    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. #2180
    intel's Avatar Protector Domesticus
    Join Date
    Sep 2009
    Location
    Poland
    Posts
    4,687

    Default Re: The Great Conflicts 872-1071..[Roman Empire's 1st preview in post 1]

    @Anthonius
    Could you ask your team whether they know of any free 3D modelling software?

    Regarding custom cities: if it could be possible, I'd love to have ability to actually destroy certain buildings, like in RTW. That would be especially useful for raiding and destroying enemy villages


Tags for this Thread

Posting Permissions

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