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Thread: dismounted Order Knights, help needed.

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  1. #1

    Default dismounted Order Knights, help needed.

    well hello people i for the past week i have been trying to make submod to allow players to recruit dismounted order knights, all knights except the rave knights of Stirland have been made and are ready(i hope since i never tested them out). my problem is with the text modification of BMDB, i just cant figure it out for the life of me and honestly it has been killing my motivation. now, i know there are some very skilled people over here that are able to edit these files with no problems what so ever. so, if anyone has any experience with BMDB then please open the spoiler below and read and do what i am unsuccessfully trying to do:
    Spoiler Alert, click show to read: 

    i will try to explain as best as i can but this is really hard to explain so if you have any questions please say so, i will be answering you gladly.
    the mesh files i changed, i basically removed the lances and set the primary weapon as swords instead of secondary.
    i took every mesh file associated with the order knights and changed them, some of the mesh files was for commanders/heroes that are in the game so i skipped those. so here they are:
    dismounted_Black_guard_morr_lod0
    dismounted_blazingsun_lod0
    dismounted_blazingsun_ug1_lod0
    dismounted_blazingsun_ug2_lod0
    dismounted_Bull_lod0
    dismounted_encarmine_lod0
    dismounted_Knights_Innercircle_lod0
    dismounted_knightsgoldlio_ug2_lod0
    dismounted_knightspanther_lod0
    dismounted_knightspanther_ug1_lod0
    dismounted_knightspanther_ug2_lod0
    my plan was to copy paste the normal mounted knights and add a "dismounted_" right before each of their lod files, i used dismounted reiksguard as base for the animations(except for Morr and Encarmine). needless to say i was greeted with crash after crash....
    so here is the deal with the 2 files i will be attaching below, one is my work so far with the new units so far that i want to implement in the BMDB and the other file is the BMDB i want to add these new units to. the word file with the additions i wanted to make have been made reader friendly, i put a lot of space between each unit and highlighted and colored the questions i had, so if something that you think does not belong there and has not been colored means that i didn't know. the animations i have left as was in the original so you could add your own changes if they are necessary.

    i hope the CoW team would like the new units if i am ever able to implement them
    i am really disappointed in releasing a halfhearted work and asking for help but i have no choice, with help this can probably be released next week if i am working alone on it then it would probably take months because i am really busy with my exams that are coming up and have no choice but to postpone the project.
    here are the files:
    Last edited by Toho; April 10, 2011 at 07:04 PM.

  2. #2
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: dismounted Order Knights, help needed.

    I'll look at these when I get the chance. The BMDB is not hard at all once you know what you are doing

    But what I'll need is the original BMDB that you added your entries to and the entries themselves.

  3. #3

    Default Re: dismounted Order Knights, help needed.

    the original BMDB is in the Zip file along with a word file where all the stuff i wanted to add is in there. so it is basically 2 files one is the original and the other the changes i want to make to the new one, in short i did not change the original and the other file is my fail attempt(entries only)
    ......Oh and

    well while you work on this il use my spare time and try to make unit cards for these guys.
    here are all the knights, i finally finished the 3D posing, now all i have to do is do some photoshopping and im done.
    Last edited by Toho; April 12, 2011 at 12:43 AM.

  4. #4
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Good to know that somebody decided to do it I wish you luck
    Lle holma ve' edan

  5. #5
    Shadowlair's Avatar Civis
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    Default Re: dismounted Order Knights, help needed.

    hell yeah, finally dismounted knights, though id also love some dismounted ravens, but those morr guys are sick enough as it is

    All hail dragonborn total war!!

  6. #6

    Default Re: dismounted Order Knights, help needed.

    i have tested out the rave knights in the costume maps, in all honestly if their mobility is removed then they are worse than the average archer in terms of damage but better in terms of defense(and a little melee dmg). thats why i discarded the idea of a rave knights, but it is very easy to make them dismounted, in one of the lines their animation is set as Horse, and THP can correct me on this, but if you set this horse as none then the rave knights will also be made dismounted. the reason why some knights are harder to make dismounted(again this is only my own knowledge which is not very credible) is because of lances and lance animations set as primary weapon and swords set as secondary weapon.


    now about this submod, as soon as THP is done and i am able to test it out with every faction to make sure there are no crashes or skinning problems i will release, i have also made some changes in unit stats and buildings.

    Knights of Inner Circle
    will now TRULY be elite, their stats was boosted by 20%-25% however there are some restrictions to these kngihts;
    first: they can only be recruited at a province's capital and no where else.
    two: the replenishing and training rate for theses knights is 2 times longer then other knights

    Knights of Encarmine:
    these knights will be made available to all factions, both mounted and dismounted, these knights enjoy a good offensive stat more than their brethren in arms but they have less armor value equal to the offensive stat increase.

    Knights of the Blazing Sun
    this knight will be made available to all factions but the dismounted version will only be made available to Averland and Talabecland

    Knights of the Bull
    will be made only available to Ostland

    Knights of Morr
    these knights will be available to all factions but like Blazing sun the dismounted version will only be made available to Stirland and Ostenmark

    Knights of Panther and Knights of Golden Lion
    both of these two knight orders will be available to all factions however the dismounted versions will be made available to only some factions

    Panther: Hochland, Middeland, Reikland, Nordland, Talabeland
    Lion: Wissenland, Stirland, Ostenmark, Ostland, Averland

    and finally Teutogen Guards and Reiksguard
    these knights will remain unchanged in terms of availability but their stats will be improved by 10%
    Last edited by Toho; April 12, 2011 at 10:11 AM.

  7. #7
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Why you will improve Reiksguard Foot? Then they will by OP compared to other foot knights. And about Teutogen. I think that charge should be weaker a bit,but total defense higher (at least 16,like Knight of the White Wolf have). That's only my opinion however
    Lle holma ve' edan

  8. #8

    Default Re: dismounted Order Knights, help needed.

    well apparently the Inner Circle Knights are elites of the elites so i tried to make them a little but not too strong so the 20%-25% i though could be decent

    as for Reiksguard and tuetogens, i tried to give them that "more elite than average but not truly elite" feeling, and i dont think 10% is really that big of deal. if they did indeed wound up too powerfull then it is a simple job to decrease their stats in "data/export_descr_unit"

  9. #9
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Ok. Now I will post some ideas of mine
    Give Morr knights frightening passive ability (just like Reiksguard have inspire passive ability)
    Bull Knights and Teutogen should have AP (they use axes and hammers after all)
    Inner Circle Knight should inspire friendly and frighten enemy troops (after all they are the best Empire can offer,thus the enemy should fear them and for allies they should be an example to follow)

    And about stats,I wouldn't change them. Only Inner Circle foot should have better stats. Other wise good job +rep for that

    EDIT: And yeah. I think you should add Ravens foot too.
    Last edited by Bear-ee-ah-dahn; April 12, 2011 at 10:56 AM.
    Lle holma ve' edan

  10. #10

    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Bear-ee-ah-dahn View Post
    Ok. Now I will post some ideas of mine
    Give Morr knights frightening passive ability (just like Reiksguard have inspire passive ability)
    Bull Knights and Teutogen should have AP (they use axes and hammers after all)
    Inner Circle Knight should inspire friendly and frighten enemy troops (after all they are the best Empire can offer,thus the enemy should fear them and for allies they should be an example to follow)
    i think you are greatly overestimating my capabilities my friend

    Quote Originally Posted by Bear-ee-ah-dahn View Post
    And about stats,I wouldn't change them. Only Inner Circle foot should have better stats. Other wise good job +rep for that

    EDIT: And yeah. I think you should add Ravens foot too.
    to implement the rave knights i need to do 3 things:
    1) make the nessecery changes to BMDB (i have no clue)
    2) make the nessecery changes to EDB (i can do this myself)
    3) make the nessecery changes to EDU (i can do this myself)

    I will try to add the rave knights but only if THP, god bless his soul, tells me he has done the nessecery changes in the BMDB for them along with the other knights too.
    as for the stats, i will need Grand Admiral Thrawn to inform me on the strenghts of the knight orders ingame, if the teutogen guard or reiksguard are stronger then i will make them stronger if they are about the same then i will put the same stats for everybody. i am trying to be accurate for the lore that some people enjoy having.

    but thanks for the support and the suggestions, all i need is to make the unit cards and wait for THP to give me the BMDB and see how the game runs. once i am statisfied i will post it.

  11. #11
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Toho View Post
    but thanks for the support and the suggestions, all i need is to make the unit cards and wait for THP to give me the BMDB and see how the game runs. once i am statisfied i will post it.
    Sorry for the delay. I'm working on it now

  12. #12

    Default Re: dismounted Order Knights, help needed.

    yeah i like this..the empire factions that arnt reikland really do need some more variety in units..i'll keep my eye on this

  13. #13
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    About passive abilities,maybe THP could add them And if you wanna' be more lore accurate... Huh,I don't know. I think that oder orders do not have foot knights (exept Reiksguard foot and Teutogen Guard) but I'm not sure about that. But Empire definitely is in need of some good heavy infantry and dismounted knight are fitting best for that role (even if it's not lore accurate). I don't see any problems in stats. Just make all foot knights stats which have shield and weapon the same,as Reiksguard foot (shield and sword) Incarmine dismounted knights should have less total defense,but a bit higher attack value (but you know that already) And off course Inner Circle should be a bit stronger then other dismounted knights,just ass you planned it
    Lle holma ve' edan

  14. #14
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Bear-ee-ah-dahn View Post
    About passive abilities,maybe THP could add them
    If Toho needs help with this, I'll be more than happy to help him.

    And all of what you mentioned about the different Knightly Orders having different skill sets will be in Real Warhammer as well.

  15. #15
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by The Holy Pilgrim View Post
    If Toho needs help with this, I'll be more than happy to help him.
    If I understood him right,he just do not know how to add them. I think you should ask Toho if he needs some passive abilities done

    And all of what you mentioned about the different Knightly Orders having different skill sets will be in Real Warhammer as well.
    And what do you mean by that?
    Lle holma ve' edan

  16. #16
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Bear-ee-ah-dahn View Post
    And what do you mean by that?
    I mean that in my Real Warhammer mod, all of the Knightly Orders (Reiksguard, Knights of the Bull, etc.) will all have their own unique abilities.

    For example, like you proposed, the Reiksguard will inspire men and will be almost on par with the Inner Circle. The Knights of Morr will cause dread amongst their enemies and the Knights Encarmine will be absolute monsters in melee.

  17. #17
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by The Holy Pilgrim View Post
    I mean that in my Real Warhammer mod, all of the Knightly Orders (Reiksguard, Knights of the Bull, etc.) will all have their own unique abilities.

    For example, like you proposed, the Reiksguard will inspire men and will be almost on par with the Inner Circle. The Knights of Morr will cause dread amongst their enemies and the Knights Encarmine will be absolute monsters in melee.
    Oh,now I see. And what about dismounted knights? Will you add them in your mod?
    Lle holma ve' edan

  18. #18
    Shadowlair's Avatar Civis
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    Default Re: dismounted Order Knights, help needed.

    i think dismounted knights should be kinda lore accurate, since no horse fighting man never fights on foot, since well, your horse could die, get fatigued or, the position demanded you to fight in foot, so maybe it isnt completely implausible :p

    All hail dragonborn total war!!

  19. #19

    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Shadowlair View Post
    i think dismounted knights should be kinda lore accurate, since no horse fighting man never fights on foot, since well, your horse could die, get fatigued or, the position demanded you to fight in foot, so maybe it isnt completely implausible :p
    the concept of getting off your lazy butt and standing on you're 2 beautiful legs that sigmar has given you shouldn't be that ground breaking

    and as for these dismounted knights bieng used in other sub-mods....well why would i be making them in the first place if i had a problem with it.
    and besides i am making this unit addition compatible to Red Dwarf's submod and if anyone else needs them they don't even need to ask

    yey...i have finished the unit cards
    Last edited by Toho; April 13, 2011 at 03:18 PM.

  20. #20
    Bear-ee-ah-dahn's Avatar Foederatus
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    Default Re: dismounted Order Knights, help needed.

    Quote Originally Posted by Toho View Post
    yey...i have finished the unit cards
    Can you show us? And what about background to dismounted knights? Will it be the same as knights have or you will change something?
    Lle holma ve' edan

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