Thread: Tsardoms Total War - General Discussion & Progress

  1. #2821
    Aexodus's Avatar Persuasion>Coercion
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    Default Re: Tsardoms Total War - General Discussion & Progress

    That’s great to hear! Very humbled by the dedication you guys put in to this.
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  2. #2822

    Default Re: Tsardoms Total War - General Discussion & Progress

    Hi guys! I would like to help the team with modding. I can do traits, triggers and events.

    Cheers,
    Lusitanio

  3. #2823
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Quote Originally Posted by Lusitanio View Post
    Hi guys! I would like to help the team with modding. I can do traits, triggers and events.

    Cheers,
    Lusitanio
    Well it seems that fate has smiled upon us. As we make more and more progress we finally get some much needed help.


    Great, I will send you a pm. We badly need people skilled in the traits, triggers and events side of things. We were recently joined by Alondite who has been making large progress on doing event pics, buildings and importing tons of materials from other mods. We could double our turnaround time if we could get more help so your addition would be most welcome.

  4. #2824
    Alondite's Avatar Semisalis
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    Default Re: Tsardoms Total War - General Discussion & Progress

    You are welcomed, Lustanio!

    For scripts, traits and ancillaries we do have too less workers considering the progress we have in this moment. Your helps will be invaluable indeed.
    Last edited by Alondite; September 06, 2019 at 06:51 AM.

  5. #2825

    Default Re: Tsardoms Total War - General Discussion & Progress

    Thanks Wallachian and Alondite!

    I don't have much time for testing or playing but I can implement a good amount of traits, triggers and even events, so let's get this mod released

  6. #2826
    tomySVK's Avatar Campidoctor
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Thanks for joining Tsardoms team Alondite and Lusitanio

  7. #2827
    Wallachian's Avatar Citizen
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Indeed thank you to both of them! Lusitanio has adapted his maritime scripts with pirate raids and fleet raids in the tsardoms factions.

    And Alondite has been doing some marvelous work, he has done 2d art for new building chains, finishing off flags, new events and also fixing up our strat map 3d models so we no longer get crashes.

    Behold, the Turnovo model from Bulgaria Total WAr is now in Tsrdoms (courtesy of Alondite and of course the team of Bulgaria Total war)

    Spoiler Alert, click show to read: 



    The citadel looks amazing.

  8. #2828

    Default Re: Tsardoms Total War - General Discussion & Progress

    Looks really nice!

  9. #2829

    Default Re: Tsardoms Total War - General Discussion & Progress

    great!turnovo looks great!

  10. #2830
    Darios's Avatar Ex Oriente Lux
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    Default Re: Tsardoms Total War - General Discussion & Progress

    That's epic! Nice work guys!
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  11. #2831
    tomySVK's Avatar Campidoctor
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Amazing!

  12. #2832
    Alondite's Avatar Semisalis
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Hey guys, here comes some eye candies.

    We have made different intro texts for each factions, illustrating the political situation of each factions in 1345 respectively. Courtesy of Wallachian, who finished all these texts.
    Spoiler Alert, click show to read: 


    And texture sizes of stratmap models have been reduced (they are indeed way too detailed), now the game will no longer get CTD once they are all in game. In addition, we've imported some of the character/agent/settlement/watchtower models from OiM2, Bellum Crucis, SSHIP, Machivello Total War and Rusichi Total war, now nothing looks vanilla anymore. Of course don't forget the unique settlements made by Tsardoms team.
    Spoiler Alert, click show to read: 




    ...I didn't take the screenshot of all of them. We still have tons!

    As Wallachian mentioned before, we have the Turnovo model into Tsardoms. Great courtesy of Bulgarian Total War.
    Spoiler Alert, click show to read: 



    Oh and one thing that I couldn't take screenshots of is that, we have adapted HaHawk's Native Voices Mod to Tsardoms. Now the Italians speak Italian, the Germans speak German, French and Spanish are spoken in game as well.
    Last edited by Wallachian; September 29, 2019 at 11:25 AM.

  13. #2833
    Libertus
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Hey guys! When will the mod release? Thank you for your work!
    Last edited by ZSV; September 29, 2019 at 01:21 PM.

  14. #2834

    Default Re: Tsardoms Total War - General Discussion & Progress

    Looks really great so far! Can't wait to see the until screenshots!

  15. #2835
    Alondite's Avatar Semisalis
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    Default Re: Tsardoms Total War - General Discussion & Progress

    Quote Originally Posted by ZSV View Post
    Hey guys! When will the mod release? Thank you for your work!
    There are still some stuff left to do, but I can say that you won't wait for too long.

  16. #2836

    Default Re: Tsardoms Total War - General Discussion & Progress

    Glad to see Tsardoms Total War is still alive. I'm following this mod for years. Keep it up guys! Btw, I'm a mod dev member from MK1212 ad mod. cheers!

  17. #2837

    Default Question about possible script

    Hi guys. First of all, the mod looks AMAZING. Secondly..I am dying to play it and thirdly:
    Would it be possible to implement a script that would give the player the possibility to unite all 3 Romanian principalities into a proto-Romania or a Dacia? No need to change any units or capital, just change the name from...let's say Moldova (if the player began his campaign with Moldova) to Romania, change the flag and colors and keep all units that Moldova, Wallachia and maybe Transylvania have, thus giving the player a larger pool of recruitment. If this was discussed before, please accept my apologies for starting this thread, if not, what are the chances of a script like this being implemented? Thanks guys and hats off for such an amazing mod.

  18. #2838
    Wallachian's Avatar Citizen
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    Default Re: Question about possible script

    No, that is not possible. Changing faction names requires additional faction slots and we have maxed out the faction slots (31 including rebels). Medieval 2 is not really like Europe Universalis where you can merge factions easily.

  19. #2839

    Default Re: Question about possible script

    Quote Originally Posted by Wallachian View Post
    No, that is not possible. Changing faction names requires additional faction slots and we have maxed out the faction slots (31 including rebels). Medieval 2 is not really like Europe Universalis where you can merge factions easily.
    Ok, I understand . Thanks for replying and godspeed with finishing the mod.

  20. #2840

    Default Re: Question about possible script

    However, there are some things that we can do like creating a new ancillary for the Faction Leader saying that he is now king of Romania, some additional traits and even increase the recruitment pool.

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