View Poll Results: What should the human faction be called?

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  • Human Empire (my original idea)

    103 37.18%
  • Gaian Empire (Gaia = Greek godess of the earth)

    81 29.24%
  • Arean Empire (Ares = Greek god of war)

    93 33.57%
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Thread: Planet War Campaign Released!

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  1. #1
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    how will population work between species? Will certain species have better physical abilities in combat but maybe disadvantages in civil affairs? And what about resources? Will there be totally different resources especially relating to the wildlife on the planet. And also what about Area's of Recruitment or Mercenaries, could other species recruit lower tiered units of other species? Who are the Rebels?

    And the super alien species that took them in the first place. Would they come back to reap their harvest and emerge with automatic like weapons and sort of become an invading force?
    Last edited by Emperor of The Great Unknown; July 17, 2011 at 12:44 AM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  2. #2
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Emperor of The Great Unknown View Post
    And the super alien species that took them in the first place. Would they come back to reap their harvest and emerge with automatic like weapons and sort of become an invading force?
    I had suggested this first, but then he had a problem with the max factions limit. Since he can now add more factions, I think it's time to add them. They will have firearms and will invade mid/end game. It ll be something like timurids invasion.

  3. #3
    Smolka's Avatar Miles
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Gato The Great View Post
    how many settlements have you used and how will castle work in this mod ?
    So far, I have used 195 settlements. This mod will use the full 200 settlements. I am still adding factions which will require new regions (and a new landmass). All factions will have castles except the "pyramid culture" which is based on mesoamerican.

    Quote Originally Posted by Emperor of The Great Unknown
    how will population work between species? Will certain species have better physical abilities in combat but maybe disadvantages in civil affairs? And what about resources? Will there be totally different resources especially relating to the wildlife on the planet. And also what about Area's of Recruitment or Mercenaries, could other species recruit lower tiered units of other species? Who are the Rebels?
    When a settlement is taken, you are basically either exterminating or occupying the existing species. Culture and religion will simulate compatibility/incompatibility between the species. For example, the species of the pyramid culture/relegion can live in harmony with each other. Humans, with their unique culture and religion will have a harder time occupying settlements of other species and will be more likely to exterminate settlements. Certain species (for example:Terrans and Scorp) will have stronger units in combat, but these units will have smaller numbers and be more expensive. I will add new resources for the new wildlife (other mods have done this). Yes, there will be a few mercenaries recruitable by all factions. The current rebel factions are: Human rebels, Cerolean rebels, Vulgarian rebels, Indigenous rebels(Yetia/Abominia), Avian rebels, Simian rebels, Island rebels(Alien movie), Aridian rebels, Brutish rebels, Boorish rebels, and Atraco rebels. Therefore, those species can never be completely wiped out (They will still exist as rebels).

    Quote Originally Posted by Emperor of The Great Unknown
    And the super alien species that took them in the first place. Would they come back to reap their harvest and emerge with automatic like weapons and sort of become an invading force?
    At some point in the game, a second "Cryptic" alien space ship crashes on the planet. A military force exits the ship and joins the Cryptic Empire (not a new faction). These units will only spawn once (not recruitable). I am currently working on this. I have modified the elephant rockets.
    These models are a royalty free model from www.turbosquid.com.


    Last edited by Smolka; July 17, 2011 at 01:02 PM.

  4. #4
    Decanus
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    Default Re: Planet War: preview of strat map and units for 24 factions


    [/QUOTE]
    Holy Crap never ever i seen a mod like this +rep

  5. #5
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Gato The Great View Post

    [/QUOTE]


    So no massive, invasion, jiust a second spaceship crash. Ok. So this isn't going to be an emergent faction, just some stacks of army for the cryptic empire?

  6. #6
    T&D's Avatar Vicarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    LOL!!!! Massive work????

  7. #7
    Smolka's Avatar Miles
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Turambar and death View Post
    LOL!!!! Massive work????
    They use the elephant animation. I just had to give them the right bone assignments and modify descr_mount.txt.

    Quote Originally Posted by Christonikos
    So no massive, invasion, jiust a second spaceship crash. Ok. So this isn't going to be an emergent faction, just some stacks of army for the cryptic empire?
    Yes, I could have several stacks of Cryptic Empire units spawn somewhere on the southern continent. That way they are immediately joining and helping their own people.
    I think this is possible. I will test it once I get all the new Cryptic units added.

  8. #8
    Decanus
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    Default Re: Planet War: preview of strat map and units for 24 factions

    New units you say !!!

  9. #9
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    What about a tech tree, since this kinda of like civilization starting over it would be cool to implement a tech tree via export_descr_buildings.

    Edit: about the Island rebels would this be included

    Last edited by Emperor of The Great Unknown; July 17, 2011 at 04:02 PM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  10. #10
    Smolka's Avatar Miles
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Emperor of The Great Unknown View Post
    What about a tech tree, since this kinda of like civilization starting over it would be cool to implement a tech tree via export_descr_buildings.

    Edit: about the Island rebels would this be included
    I haven't modified export_descr_buildings yet (nothing is recruitable in campaign yet). I'll do that once I have all factions and units added using custom battle mode. I am considering using the early, high, and late periods to control when units become recruitable.

    These are my "Island Rebels"


  11. #11
    Emperor of The Great Unknown's Avatar Primicerius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    darn I was hoping for a queen tank.

    anyway I would strongly ask you to consider an alternative route that doesn't use events or scripts.

    It can be implemented as buildings on a region by region basis. So it would be like a kind of colonization thing going on bringing new technology to undeveloped lands. Since this is kind of a restart of civilization mod I think this system would be extremely beneficial. These techs are the basics of advanced civilization so I think it can work well with all factions. Of course some of the factions/regions already have some of the techs at the start of the game depending on how far into civilization you want to start.

    See attachments below for proposed idea.
    Last edited by Emperor of The Great Unknown; July 17, 2011 at 08:45 PM.
    Give a man a fish you feed him for a day, teach a man to fish you feed him for a lifetime.
    cant read?

  12. #12
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    First of all , I think you should re-edit the first post and add more infos about the mod, such as the list with all factions.
    Second as far as tech trees are concerned, men I just wanna fight. I don't want complicated things. Not yet at least.

  13. #13

    Default Re: Planet War: preview of strat map and units for 24 factions

    Those Cryptic tank-like units look great! About tech trees, I personally don't like too much of a tech tree as it could lead to those who are meant to be primitive (like the Yetia) using guns while those meant to be advanced (like the Cryptic) are stuck using spears. Also I thought you should know (if you didn't) but I think the faction limit is 21 but there is a way to code something to make 31 possible, and 1 has to be the rebels. With that said I love the tuskans! I'm going to like fighting them. Looks like the humans won't be called Gaian though, oh well.

    @Emperor of The Great Unknown & Christonikos: I could be wrong but I don't think the Cryptic Homeworld knows what happened to the slave-ship so it would be hard for them to find it and give a lot of reinforcements (outer space is pretty big after all ). Meanwhile the Cryptics who were on the ship were driven away from it after the crash so they were left in the same boat as all the others, starting from scratch.

    Speaking of the ship will it be a settlement?
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  14. #14
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Clansman117 View Post
    @Emperor of The Great Unknown & Christonikos: I could be wrong but I don't think the Cryptic Homeworld knows what happened to the slave-ship so it would be hard for them to find it and give a lot of reinforcements (outer space is pretty big after all ). Meanwhile the Cryptics who were on the ship were driven away from it after the crash so they were left in the same boat as all the others, starting from scratch.

    Speaking of the ship will it be a settlement?
    Well, 500 years have passed since the crash. I think the aliens know that their spaceship is missing.

  15. #15
    Smolka's Avatar Miles
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Clansman117 View Post
    Speaking of the ship will it be a settlement?
    No, the ship crashed into the jungle of the southern continent. The moist swampy conditions and slightly acidic atmosphere have corroded it away into nothingness over 500 years.


    Quote Originally Posted by Gato The Great View Post
    are you going to use the 500 unit limit ?
    Yes, I hit the 500 unit limit months ago. I have been replacing all the vanilla units. I may have to replace a few of my units to make room for four new factions.

    Quote Originally Posted by Christonikos View Post
    I also have some units suggestions. Which faction lives at volcanoes? This faction could posess "Greek fire", flamethrowers,, but they would be able to reqruit them really late game, from the last upgrade of barracks, or royal academy or whatever.
    can you also give blowguns to some of the tropical based factions?, with poison darts?
    The Atraco are the black dragon aliens that live on the volcanic island/continent. I like this idea and will attempt this.
    I don't think blowguns will work. I'm using Banzai's animation pack. I don't know of any blowgun animation or projectile.

  16. #16
    Decanus
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    Default Re: Planet War: preview of strat map and units for 24 factions

    are you going to use the 500 unit limit ?

  17. #17

    Default Re: Planet War: preview of strat map and units for 24 factions

    @ Christonikos I'm sure they know it's missing, the question is would the look for it, and if they did would they still look for it 500 years later? I think they wouldn't look for it and just assume it was lost, but that's just me, I'm pretty cynical.
    Edit: I re-read my earlier post and I think I need to clarify what I meant. I don't think the Cryptic know exactly what happened to it. For all they know it was hit by an asteroid or flew into a star or simply got hopelessly lost, they don't know if there are any survivors, so how much effort would they pu into finding any. Hope that better shows what I meant.
    Last edited by Clansman117; July 21, 2011 at 02:35 AM.
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  18. #18
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    First of all, as far as tech trees are concerned, I have proposal how to show some factions' technological superiority. Humans, cryptic empire and Scorp maybe, ( don't remember all factions right now ), could have a forttress from the beginning, or even better in my opinion, theycould have a castle which could reach the population limit within 5-10 turns and then be one of the first who will upgrade it, and that way they will be in front of the others.
    Second, as far as the cryptic army stacks are concerned.@Clansman 117 these armies aren't armies of an ivasion, buut just another cryptic spaceship crashed there ( that reminds me of Lost, with that strange island ) ell, I have a dillema about them. These stacks will belong to cryptic empire asSmolca said. The problem is that if I play as the Cryptic empire, once I get them , I will steamroll all my enemies. However it's such a pitty not being able to play with their amazing units. But that's what happened to the vanilla Grand Campaign, you couldn't play as Timurids and their elephants.
    I also have some units suggestions. Which faction lives at volcanoes? This faction could posess "Greek fire", flamethrowers,, but they would be able to reqruit them really late game, from the last upgrade of barracks, or royal academy or whatever.
    can you also give blowguns to some of the tropical based factions?, with poison darts?

  19. #19
    Christonikos's Avatar Centenarius
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Remember I had told you once about lightsabers and laser guns? In the attachments below, I point out the projectile of firearms and I was wondering if you could replace it with a laser beam.
    Secondly, because I had time, I decided to make a Planet War: Total War signature, using one of your in-game screenshots, that anyone could use to promote this amazing mod. I hope you don't have a problem. If you do, tell me and I will immidiately remove it.



    (It's not that good, didn't have much time for it)

    I also want to ask if you have thought about each factions' strengths and weaknesses, and their special units.

  20. #20
    Smolka's Avatar Miles
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    Default Re: Planet War: preview of strat map and units for 24 factions

    Quote Originally Posted by Christonikos View Post
    Remember I had told you once about lightsabers and laser guns? In the attachments below, I point out the projectile of firearms and I was wondering if you could replace it with a laser beam.
    I also want to ask if you have thought about each factions' strengths and weaknesses, and their special units.
    The signatures are fine by me. Anyone can use them or my signature.
    I'm not sure how to modify the projectiles, but I will look into this. I am working on another new Cryptic Empire unit and a laser would make more sense. However, I don't plan on modifying the rocket projectile of the walking tanks.

    Faction Strengths and Weaknesses:

    Vulgaria: Good selection of mounted archers, cavalry, lacks armor in early period
    Terrans: Very strong infantry, lacks cavalry
    Scorp: Very strong infantry, lacks cavalry
    Yetia/Abominia: Strong and cheap infantry, archaic weapons, lacks armor, lacks cavalry
    Brutland: Strong infantry and chariots, lacks regular cavalry
    Ceroleans: Good selection of polearms and siege equipment, lacks armor in early period
    Humans: Strong infantry and cavalry, lacks good missile units in early period
    Goblins: Strong infantry, poor selection of cavalry
    Cyanne: Strong and cheap infantry, archaic weapons, lacks armor, lacks cavalry
    Kingdom of Gall: Strong and cheap infantry, lacks armor, poor cavalry
    Dinonia: Good missile units, huge dinans, cavalry is expensive and limited
    Sauria: Strong infantry, huge dinans, cavalry is expensive and limited
    Avia: Strong and cheap infantry, huge dinans, lacks armor or iron weapons in early period
    Simia: Good selection of infantry and cavalry, lacks armor
    Atraco: Strong and cheap infantry, huge altans, lacks armor, archaic weapons
    Aridia: Units have combat bonus in desert, huge gigans, armored units are expensive
    Boorania: Units have combat bonus in desert, huge gigans, lacks armor
    Cryptic Empire: Carrack in early period, will recieve good reinforcements, cheap units, units are weak
    Nausaka: Good selection of mounted archers and strong infantry, armored units are expensive
    Minotaur: Strong infantry, lacks cavalry
    Horus: Good selection of infantry, cavalry, and chariots in early period, lacks armor
    Anubis: Good selection of infantry, cavalry, and chariots in early period, lacks armor
    Dune(not done): Units have combat bonus in desert, huge gigans, lacks armor

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