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Thread: Faerūn[Forgotten Realms]TW - v0.2 released, check the first post

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  1. #1
    Centenarius
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Beautiful Banners! Since I remember the faction symbols you posted, I guess: Captains Confederation, Baldur's Gate, Luruar, Moonshae Isles, Waterdeep, Zhentarim
    Temporarily retired from modding.

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    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerƻn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    You are correct Warcrafthero and thanks for reminding me about the symbols, i reposted now factions symbols chart and starting map placement in the first post, so you can check you are right.

    Cheers for liking the banners guys, im doing the orcs now and then i will have them for all 9 v0.1 factions (done with the pesky Unther and Calimshan). Bit funny designing orc stuff cause it needs to look crude and clumsy and that is not ussually what you want to achieve. I decided to include other tribes symbols along the Many-Arrows, for lack of better ideas, if they inhabit nearby areas like Red Fangs, Skorchedclaw, Thornskulls or Ripped Gut.

    This weekend i will have some modding time i reckon so im planning to assign/modify the horses textures, and maybe start getting the unit icons in order. Those are the only two remaining jobs i must do for the release. Everything else from there is optional - will only be a matter of what to include/postpone.

  3. #3
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post


    FACTIONS SYMBOLS CHART AND FACTIONS MAP PLACEMENT





    CURRENT PROGRESS (EARLY JUNE 2020)

    Campaign Map /
    COMPLETE
    Traits and Ancillaries /
    COMPLETE
    Items Market Feature / COMPLETE
    Provincial and Faction Titles Ancillaries /
    COMPLETE
    Building Trees / COMPLETE
    Interface Panels /
    COMPLETE
    Loading Screens /
    COMPLETE
    Units Rosters:

    01. Captainst Confederation / COMPLETE
    02. Moonshaes / COMPLETE
    03. Waterdeep
    / COMPLETE
    04. Baldur's Gate
    / COMPLETE
    05. Luruar
    / COMPLETE
    06. Many-Arrows / COMPLETE
    07. Delzoun
    / COMPLETE
    08. Zhentarim
    / COMPLETE
    09. Cormyr /
    INCOMPLETE/half
    10. Sembia /
    INCOMPLETE
    11. Amn /
    INCOMPLETE
    12. Tethyr /
    INCOMPLETE/half
    13. Calimshan /
    COMPLETE
    14. Chondath /
    INCOMPLETE
    15. Mulhorand /
    COMPLETE
    16. Unther /
    COMPLETE
    17. Thay /
    COMPLETE
    18. Rashemen /
    COMPLETE
    19. Aglarond /
    COMPLETE
    20. Cormanthyr /
    COMPLETE
    21. Damara / COMPLETE

    22. Shadovar
    / COMPLETE
    23. rebels & mercs /
    TO DO

    Very interesting. I do own some of the games that I did buy in 2015 when the local "Game" store went bankrupt.

    I'd suggest you to try and remove the triggers for traits/ancillaries as that might be the cause of the unstable campaign map - at least I've solved issues in three mods by removing those.

    Also, would be cool to have the campaign map even if it's unstable. Maybe a player/modder might find out what the issue is.
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  4. #4
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Funny for you to post this today because i was actually thinking of posting that im considering releasing the campaign maybe aswell. Only im not really sure if the campaign should be in this release to be honest. Apart from the major completed sections, theres also quite a lot of placeholder materials like buildings pictures, there are almost no unit pictures for the campaign, no event pics, using vanilla strat models for armies and characters, vanilla resources models, no events scripts or alliance scripts and generally lack of those kinds of immersive scripts there yet, no starting armies and generals coded, only leaders, no family trees etc, and probably some more details i cant remember right now.

    Thank you for your suggestion about the triggers, i will try to do that and test the campaign. I guess even if it works, it will be a setback because the whole items market feature is based on ancillaries and theres lots of triggers for 1.finding an item/weapon/armour etc 2.selling it, and 3.buying it - tho that last one im not entirely sure if its completely implemented.

    This way or another, there would be many factions with incomplete rosters in the campaign, that should all be set as unplayable. So for these reasons i havent yet decided about including the campaign, but yes i was/am considering it. I have about a week to make the release as planned, so that much time i have given myself to decide.

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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    Funny for you to post this today because i was actually thinking of posting that im considering releasing the campaign maybe aswell. Only im not really sure if the campaign should be in this release to be honest. Apart from the major completed sections, theres also quite a lot of placeholder materials like buildings pictures, there are almost no unit pictures for the campaign, no event pics, using vanilla strat models for armies and characters, vanilla resources models, no events scripts or alliance scripts and generally lack of those kinds of immersive scripts there yet, no starting armies and generals coded, only leaders, no family trees etc, and probably some more details i cant remember right now.

    Thank you for your suggestion about the triggers, i will try to do that and test the campaign. I guess even if it works, it will be a setback because the whole items market feature is based on ancillaries and theres lots of triggers for 1.finding an item/weapon/armour etc 2.selling it, and 3.buying it - tho that last one im not entirely sure if its completely implemented.

    This way or another, there would be many factions with incomplete rosters in the campaign, that should all be set as unplayable. So for these reasons i havent yet decided about including the campaign, but yes i was/am considering it. I have about a week to make the release as planned, so that much time i have given myself to decide.
    It's entirely up to you what you want to release or not.

    I tried out Desciples: Total war - that mod had the map 100% done with custom cities, custom strat-models, custom resources, custom terrain and everything you could wish for. But - almost all armies had only three units each - one had maybe six units..

    I have to say that i fully support your decision to do the rosters first, and the map later - because even with everything ready on the map the mod won't be that fun with like three units per faction. Desciples were released as a beta - but still!

    Faerun: Total war could still be fun as it has a lot of the rosters fully done. But I do agree with you that it's far from polished and ready for an official release.

    About those triggers, if you're lucky it might be the triggers for the traits only - and not the ones for ancillaries. It might be both or it might be a different cause entirely - I failed to fix the map stability in WotN: Grand Campaign as an example. But in Warcraft and in East of Rome I fixed the campaign instability by removing the triggers. There were also a program I did use to locate the one trigger that caused the problem for EoR - Bouvines something. I can't remember exactly.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
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  6. #6
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    I took your advice and started debugging the campaign. Earlier this year, or last year, i was always focused on the units models and textures and not really looked into the debugging. Today i took some time to trace the logs, and i have actually located and fixed some errors:

    - multiple errors in the EDB concerning a specific building; Titus has done a great job with the buildings but in that one case he made several errors - EDB fixed
    - i can see multiple, i mean like maybe a 100? script errors for traits triggers, so i guess i will look into removing those
    - i can see many script errors for faction heirs, and the game keeps crashing at turn 5 or 6, so it could be related to a leader character dying and an heir being the cause of CTD?

    Anyway, for whatever its worth, i think i know how to in theory fix both issues. The heirs issue is most likely caused by wrong government types because in my test runs i already noticed mistakes to fix like a faction which should be set as a "teutonic", to have a family tree, so reverse are possibly also there.

    Whats good about the campaign that i simply forgot, is that Titus coded mostly all starting generals for at least majority of factions, if not all, i havent checked all. Also, the 9 factions that are planned for the release, can actually recruit all their rosters in the campaign so that works fine. All factions can recruit, but for those that dont have their rosters coded yet, they only have agents, ships, artillery and peasants + placeholder general. Most of those factions are in the east, the west is much more polished in the coding department.

    Also, the government and governor titles all seem to work fine, there are no errors for that.

    All in all, if i can remove the errors and by that also the crashing, the campaign can be enjoyable for at least those 9 factions, for some more than others ofc. I will try to fix it, then it could be released in this form because despite all those placeholders, theres still a lot of content. The western factions in particular, all have rosters with min. 10-15 units (i dont count artillery, agents, ships).

    We actually have models for many more than 9 factions, but for me to format all those rosters and code them, that will take me weeks. That would come with update patches in my opinion. I mean i have many models of my own (besides those of Assurbanippal) that i still have to format and code, that would add units to several rosters, but that will have to wait because i cant simply do everything so quickly.

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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    I took your advice and started debugging the campaign. Earlier this year, or last year, i was always focused on the units models and textures and not really looked into the debugging. Today i took some time to trace the logs, and i have actually located and fixed some errors:

    - multiple errors in the EDB concerning a specific building; Titus has done a great job with the buildings but in that one case he made several errors - EDB fixed
    - i can see multiple, i mean like maybe a 100? script errors for traits triggers, so i guess i will look into removing those
    - i can see many script errors for faction heirs, and the game keeps crashing at turn 5 or 6, so it could be related to a leader character dying and an heir being the cause of CTD?

    Anyway, for whatever its worth, i think i know how to in theory fix both issues. The heirs issue is most likely caused by wrong government types because in my test runs i already noticed mistakes to fix like a faction which should be set as a "teutonic", to have a family tree, so reverse are possibly also there.

    Whats good about the campaign that i simply forgot, is that Titus coded mostly all starting generals for at least majority of factions, if not all, i havent checked all. Also, the 9 factions that are planned for the release, can actually recruit all their rosters in the campaign so that works fine. All factions can recruit, but for those that dont have their rosters coded yet, they only have agents, ships, artillery and peasants + placeholder general. Most of those factions are in the east, the west is much more polished in the coding department.

    Also, the government and governor titles all seem to work fine, there are no errors for that.

    All in all, if i can remove the errors and by that also the crashing, the campaign can be enjoyable for at least those 9 factions, for some more than others ofc. I will try to fix it, then it could be released in this form because despite all those placeholders, theres still a lot of content. The western factions in particular, all have rosters with min. 10-15 units (i dont count artillery, agents, ships).

    We actually have models for many more than 9 factions, but for me to format all those rosters and code them, that will take me weeks. That would come with update patches in my opinion. I mean i have many models of my own (besides those of Assurbanippal) that i still have to format and code, that would add units to several rosters, but that will have to wait because i cant simply do everything so quickly.
    What do you mean by the wording "format" the models? Work with them in the model program? Or simply hand out stats etc?

    Great to hear that you've removed some issues.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

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    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    I tried to fix the campaign crashing but with no success, despite fixing many scripts errors and what not.

    As for the release, ive been considering whether or not to include the campaign, as its not playable beyond some several turns, but it can well serve as a preview of the campaign to be.

    My decision is that the mod folder itself will not include the campaign, but there will be an additional folder with the campaign files included. That way any modder interested to take a look at the campaign, will have that opportunity, but for anyone who will just install the mod folder there will only be custom battles.

    I have set up a new moddb page for the upload. Will drop a download link here in two days.

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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    I tried to fix the campaign crashing but with no success, despite fixing many scripts errors and what not.

    As for the release, ive been considering whether or not to include the campaign, as its not playable beyond some several turns, but it can well serve as a preview of the campaign to be.

    My decision is that the mod folder itself will not include the campaign, but there will be an additional folder with the campaign files included. That way any modder interested to take a look at the campaign, will have that opportunity, but for anyone who will just install the mod folder there will only be custom battles.

    I have set up a new moddb page for the upload. Will drop a download link here in two days.
    Great news! I did look at the page over at MODDB and all the pics uploaded there. I'll be sure to take a look at the campaign. But if you couldn't fix it I'm not sure I will be able to. I will still attempt to do so.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

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    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    What i mean by formatting units is the entire process of taking a model from a 3d program and making a playable unit in game.

    As for the images on the moddb, i will add examples of each factions units, meaning of the 10 playable factions from this release.

    I dont really expect anyone to fix the campaign for us. I intend to remake it from its most basic elements, but i will need some time.

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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    What i mean by formatting units is the entire process of taking a model from a 3d program and making a playable unit in game.
    Do you mean after the model has been rigged to the skeleton, after the textures have been properly UV-maped and when the model is pretty much ready to be coded into the game?

    I used to implement all the models of Game of Thrones: Enhanced after the 2016 release - and I did implement over 400 models to Warcraft. Bantu Chieftain rigged them in MS3D, did the textures and the UV-maping - the models themselves were already created- rigging and UV-maping was still a time-consuming job to do for Bantu.

    What I did was code them into the EU, EDU, BMDB, descr_mount, descr_projectiles etc. And the strat-models as well to the descr_character and the descr_models_strat. I did a lot of the gameplay as well. Point is that if that's what you do not have the time to do, then I could probably help you out.

    But I cannot help you with rigging any model, and as for the creation of the textures I cannot do that neither - however UV-maping I know the basics of as I did do some UV-maping in MS3D for Hyrule: Total War - but I'd rather not do that stuff as I found it very boring to do. I do also know the basics of moving gear from one model to another but that's basic stuff of course. I'm knowledgeable in most coding of Medieval 2 but I'm not that good with the actual modelling part.

    If you want to get the finished models into the game I could spend time on that this summer as I would be able to just implement them in a short time period - if they are ready to be coded into the gamefiles that is.

    That's pretty much my main function in the two mods I mentioned to code models into Medieval 2 after a modeller has finished them.
    Last edited by Mr_Nygren; June 30, 2020 at 03:04 AM.
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    the rest of damara roster pre in game

    river patrol (xbow horsemen)

    Spoiler Alert, click show to read: 


    northmen

    Spoiler Alert, click show to read: 


    bloodstone mountains archers

    Spoiler Alert, click show to read: 


    bloodstone gate guardians

    Spoiler Alert, click show to read: 


    militia

    Spoiler Alert, click show to read: 


    some tweaks still to do but basically this will be the look

    http://www.twcenter.net/forums/showt...Page-48/page48

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  13. #13
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Ok so first things first, im uploading the mod right now. First tried directly to moddb but i was getting errors, so now im uploading to dropbox and will take it to moddb from there.
    Once the download link is ready i will post it here but im affraid its not ready just yet, but soon it will be i mean how long can that take...

    Now to you Mr Nygren.
    I used to implement all the models of Game of Thrones: Enhanced after the 2016 release - and I did implement over 400 models to Warcraft. Bantu Chieftain rigged them in MS3D, did the textures and the UV-maping - the models themselves were already created- rigging and UV-maping was still a time-consuming job to do for Bantu.

    What I did was code them into the EU, EDU, BMDB, descr_mount, descr_projectiles etc. And the strat-models as well to the descr_character and the descr_models_strat. I did a lot of the gameplay as well. Point is that if that's what you do not have the time to do, then I could probably help you out.

    But I cannot help you with rigging any model, and as for the creation of the textures I cannot do that neither - however UV-maping I know the basics of as I did do some UV-maping in MS3D for Hyrule: Total War - but I'd rather not do that stuff as I found it very boring to do. I do also know the basics of moving gear from one model to another but that's basic stuff of course. I'm knowledgeable in most coding of Medieval 2 but I'm not that good with the actual modelling part.

    If you want to get the finished models into the game I could spend time on that this summer as I would be able to just implement them in a short time period - if they are ready to be coded into the gamefiles that is.

    That's pretty much my main function in the two mods I mentioned to code models into Medieval 2 after a modeller has finished them.
    That is a very generous offer, that would be foolish to reject, so sure i would most gladly accept your help.

    I can tell you right away which rosters need such treatment (EU, EDU, BMDB): Thay, Mulhorand, Aglarond, Rashemen, Shadovar, Elves of Cormanthyr, Delzoun, and as we can all see from the post above, now also Damara is joining that list. Thats 8 factions, probably something like more than a 100 units. There will have to be some selection because the Mulhorand alone have maybe like 20, similar Thay. Assurbanippal be praised for the gifts of plenty.

    Now, not to say that i would expect you to do all that, but i wanted to explain the situation better. You will pick what roster or rosters you can add, and that would be great with me. I will talk to you later! THanks again for the offer!

  14. #14
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    Ok so first things first, im uploading the mod right now. First tried directly to moddb but i was getting errors, so now im uploading to dropbox and will take it to moddb from there.
    Once the download link is ready i will post it here but im affraid its not ready just yet, but soon it will be i mean how long can that take...

    Now to you Mr Nygren.


    That is a very generous offer, that would be foolish to reject, so sure i would most gladly accept your help.

    I can tell you right away which rosters need such treatment (EU, EDU, BMDB): Thay, Mulhorand, Aglarond, Rashemen, Shadovar, Elves of Cormanthyr, Delzoun, and as we can all see from the post above, now also Damara is joining that list. Thats 8 factions, probably something like more than a 100 units. There will have to be some selection because the Mulhorand alone have maybe like 20, similar Thay. Assurbanippal be praised for the gifts of plenty.

    Now, not to say that i would expect you to do all that, but i wanted to explain the situation better. You will pick what roster or rosters you can add, and that would be great with me. I will talk to you later! THanks again for the offer!
    With Warcraft: Total War I did do one whole roster at a time - Bantu would finish one faction and I would get the units in packages of between 4 to 10. But he were really active. If you already have that many unused models then that is a lot to implement - not toforget the unit cards that they will need as well. But I could do such things. The issue would be if some of them are going to use unique animations - or if you want specific stats for certain units?

    I'd like to know which units are basic, elite, medium - and if they'd use unique animations.

    Thing is that the first balance would be pretty similar between every faction as I'd probably look at the basics, medums, elites of other factions and just copy the stats. So you'd need to probably correct any stats later to what you'd like them to be. But they'd be similar between the factions.
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    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    The mod is released!

    Install instruction, team and credits etc etc:
    Spoiler Alert, click show to read: 
    Faerun [Forgotten Realms] Total War Volume 0.1, for short later called Faerun v0.1
    ------------------------------------------------------------------------------------------------------------
    1. Contents
    2. How to install
    3. Team and credits
    4. Legal information
    ------------------------------------------------------------------------------------------------------------
    1. Faerun v0.1 includes:

    FaerunV01 - this is the mod folder
    Campreview - this contains campaign files which can be added to run a campaign preview (5 turns demo)
    FaerunV01 includes 10 playable factions in the custom battles mode. Some rosters will receive more units.
    ------------------------------------------------------------------------------------------------------------
    2. Installation

    Simply put the FaerunV01 mod folder into the MedievalIITotalWar/mods .
    To play the mod go inside FaerunV01 and run the Faerun.bat file.
    ------------------------------------------------------------------------------------------------------------
    3. Team and credits

    Vladyvid:
    main creator, mapping, coding, units models and textures (most rosters from this release),
    ui, and lots of research

    Titus le Chmakus:
    scripting, lots of coding, ancillaries, traits, ui (unit cards, ancillaries)
    trade resources, building trees, units stats, and lots of research

    Assurbanippal:
    units models and textures (all of Unther, almost all of Calimshan, many more rosters which are comming soon)
    and ofcourse lots of research

    Former or inactive team members:
    vercassivelaunos - lots of early concept work, research and overall support in early stages
    socrates1984 - help with ancillaries, organization of work, research
    martinskyboy - lots of concept work, texturing, helped by improving the map, research
    Andriscus - research, descriptions, proof-reading
    NekoGenijalan - help with organization of work, earlier moddb page, research and overall development support

    ------------------------------------------------------------------------------------------------------------
    Resources used in the making of this mod and their creators:
    ------------------------------------------------------------------------------------------------------------
    Retrofit mod - by Unspoken Knight
    Rusichi horse textures - Rusichi TW Team

    I would also like to thank everyone on TWC, especially in the M2TW sections, for years of support without which the making of this mod would be most likely not possible.
    Special thanks for all the advice and help from: Gigantus, Withwnar and Makanyane.

    Also thanks to all followers and supporters, and everyone i forgot but should mention. Thank you!
    ------------------------------------------------------------------------------------------------------------
    4. Legal information

    This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
    All right, title, interest and ownership rights in this Mod belong to the Author of this Mod (as far as is legally possible).
    The Author of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.



    Link to the mod download page on moddb: https://www.moddb.com/mods/faernforg...#downloadsform

  16. #16
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 planned release Page 54, cool previews bottom of Page 53

    Quote Originally Posted by Vladyvid View Post
    The mod is released!

    Install instruction, team and credits etc etc:
    Spoiler Alert, click show to read: 
    Faerun [Forgotten Realms] Total War Volume 0.1, for short later called Faerun v0.1
    ------------------------------------------------------------------------------------------------------------
    1. Contents
    2. How to install
    3. Team and credits
    4. Legal information
    ------------------------------------------------------------------------------------------------------------
    1. Faerun v0.1 includes:

    FaerunV01 - this is the mod folder
    Campreview - this contains campaign files which can be added to run a campaign preview (5 turns demo)
    FaerunV01 includes 10 playable factions in the custom battles mode. Some rosters will receive more units.
    ------------------------------------------------------------------------------------------------------------
    2. Installation

    Simply put the FaerunV01 mod folder into the MedievalIITotalWar/mods .
    To play the mod go inside FaerunV01 and run the Faerun.bat file.
    ------------------------------------------------------------------------------------------------------------
    3. Team and credits

    Vladyvid:
    main creator, mapping, coding, units models and textures (most rosters from this release),
    ui, and lots of research

    Titus le Chmakus:
    scripting, lots of coding, ancillaries, traits, ui (unit cards, ancillaries)
    trade resources, building trees, units stats, and lots of research

    Assurbanippal:
    units models and textures (all of Unther, almost all of Calimshan, many more rosters which are comming soon)
    and ofcourse lots of research

    Former or inactive team members:
    vercassivelaunos - lots of early concept work, research and overall support in early stages
    socrates1984 - help with ancillaries, organization of work, research
    martinskyboy - lots of concept work, texturing, helped by improving the map, research
    Andriscus - research, descriptions, proof-reading
    NekoGenijalan - help with organization of work, earlier moddb page, research and overall development support

    ------------------------------------------------------------------------------------------------------------
    Resources used in the making of this mod and their creators:
    ------------------------------------------------------------------------------------------------------------
    Retrofit mod - by Unspoken Knight
    Rusichi horse textures - Rusichi TW Team

    I would also like to thank everyone on TWC, especially in the M2TW sections, for years of support without which the making of this mod would be most likely not possible.
    Special thanks for all the advice and help from: Gigantus, Withwnar and Makanyane.

    Also thanks to all followers and supporters, and everyone i forgot but should mention. Thank you!
    ------------------------------------------------------------------------------------------------------------
    4. Legal information

    This is an unofficial Mod for Medieval II Total War: Kingdoms. SEGA and the Creative Assembly do not endorse or support this Mod.
    All right, title, interest and ownership rights in this Mod belong to the Author of this Mod (as far as is legally possible).
    The Author of this Mod (and for the avoidance of doubt SEGA and The Creative Assembly) will not be held responsible for the risks connected with any loss (financial or otherwise), damage to property, lost data, console, computer or handheld device failure, errors and lost business or other information as a result of possession, use or malfunction of this Mod.



    Link to the mod download page on moddb: https://www.moddb.com/mods/faernforg...#downloadsform

    I've downloaded the mod and looked at all the factions in the custom battles, I've also taken a look at the map - and I've looked at the folders of the factions.

    1. I do think that the models are mostly of superb quality. There are some clones with different textures but many models are standing out. The Norsemen of the Captain's faction - and the Orcs look really good. I do think that the focus should be to add the rest of the units to the custom battles, and I'm willing to code units into the custom battles if I get a hint at what stats/tier each unit should be - and if I'm pointed to what the ideas are. I could otherwise just give them the same stats as the already existing untis. It might be a good idea though for me to implement the rest of the units for the already playable factions first if they have more.

    2. The campaign is gorgeous. It's true that most things on it are old vanilla stuff - such as the settlements and the strat-models. It reminds me of Warcraft: Total War in the early stages. While the campaign is important I'd think the custom battles are more interesting as of now until more units are in. We didn't even start on the campaign before all the factions in the original beta had at least ten unts. So it would probably be for the best to get the other models/units into the game before doing work on the campaign.

    3. Two factions had silver surfer vanilla crewmen for their siege engines, one custom unit were a silver surfer (I've printscreened all three issues) and there were no music in the mod - even though all the text-files for the music were in the "sounds"-folder.

    The loading screens are interesting. The models once again stand out and this could be a great mod whenever it has everything completed. The units already look great for certain factions. All look good.
    Attached Thumbnails Attached Thumbnails Medieval II  Total War - Kingdoms Screenshot 2020.07.01 - 02.53.09.82.jpg   Medieval II  Total War - Kingdoms Screenshot 2020.07.01 - 02.59.27.72.jpg   Medieval II  Total War - Kingdoms Screenshot 2020.07.01 - 03.02.55.90.jpg  
    Last edited by Mr_Nygren; June 30, 2020 at 08:48 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  17. #17
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    With Warcraft: Total War I did do one whole roster at a time - Bantu would finish one faction and I would get the units in packages of between 4 to 10. But he were really active. If you already have that many unused models then that is a lot to implement - not toforget the unit cards that they will need as well. But I could do such things. The issue would be if some of them are going to use unique animations - or if you want specific stats for certain units?
    Only the dwarves would require special animations, so only one roster can be problematic like that. The unit cards are no issue, i can do one faction over one evening, its no problem.

    I'd like to know which units are basic, elite, medium - and if they'd use unique animations.
    Sure, and like i said unique animations so far only for the dwarves, well and for giants too but its only one unit so we can wait with that.

    1. I do think that the models are mostly of superb quality. There are some clones with different textures but many models are standing out. The Norsemen of the Captain's faction - and the Orcs look really good. I do think that the focus should be to add the rest of the units to the custom battles, and I'm willing to code units into the custom battles if I get a hint at what stats/tier each unit should be - and if I'm pointed to what the ideas are. I could otherwise just give them the same stats as the already existing untis. It might be a good idea though for me to implement the rest of the units for the already playable factions first if they have more.
    Thanks! The clones you are referring to, are mostly the militias, but there is little more to them, because they actually have 4 tiers, basic and 3 upgrades of both the texture and the model, so they start in tunics and hats and end up in chainmail and helmets. I know they are a bit outdated, but they were my first set of "ok-ish" models, so i kept them.

    There are also upgrade models and textures for a number of other units, among them many Northmen units aswell. Not all units or not all factions have those upgrades, its mostly for the units shared among many factions.

    2. The campaign is gorgeous. It's true that most things on it are old vanilla stuff - such as the settlements and the strat-models. It reminds me of Warcraft: Total War in the early stages. While the campaign is important I'd think the custom battles are more interesting as of now until more units are in. We didn't even start on the campaign before all the factions in the original beta had at least ten unts. So it would probably be for the best to get the other models/units into the game before doing work on the campaign.
    Yes theres been quite a bit of work done for the campaign, even if it looks rought around the edges like that. The main plan is to add more rosters to be playable, while for the campaign my plan is to start remaking it by first only taking the bare map, and later adding more features. Since ive done this before, with several mod folders, and i could get different maps to work, im pretty sure i can do that. I would then test the map itself with the vanilla files, and if no major issues are there would proceed adding EDU/EDB and units.

    3. Two factions had silver surfer vanilla crewmen for their siege engines, one custom unit were a silver surfer (I've printscreened all three issues) and there were no music in the mod - even though all the text-files for the music were in the "sounds"-folder.
    Sorry i havent really checked the artillery pieces at all, they are all vanilla peasants i believe. They will all receive proper models, but thanks for reporting. As for the sound, i was rushing a few things last evening and i wanted to change the factions voices, then screw up and forgot to go back, so i guess ended up with a no sound release, funny. I will probably make a fix patch for that, along with a few other things i suppose.

    EDIT: I didnt notice the Arcane Brotherhood Wizards issue, that must be a coding mistake in BMDB because that unit is using a different model than what the surfer is, and both the models and textures should be there, i will check when im home.

    The loading screens are interesting.
    Well, they are the easiest thing to make, so i woudnt say its that big of a deal, just tried to find some screens to illustrate different factions we have, or places.

    In general, about the screens, menus, and ui, that is all not exactly done, because simply i was cutting lots of corners to make the release as planned. The units sprites are not implemented, only for some units. Last evening i was still considering if to push myself and add 3 more units for Cormyr to let them have 10, but i decided it makes little difference and i can add them later (would have to make weapons, set up textures, rig the models, convert all and code, and make unit cards). I had a rather bad day yesterday, so i will add them later with more other stuff.

    Thanks a lot for all this feedback Mr_Nygren, if anyone has anything else they can report, please do.

    EDIT:
    As you said the main priority will be on finishing the rosters. Good thing is that most stuff is ready, and if we had those 8 rosters from Assurbanippal coded, that would make 18 rosters complete and that is a lot.
    For the remaining factions: Amn, Tethyr, Chondath and Sembia; they all have some 3-5 units already completed, so each would require probably not more than some 8 unique units. I have several units that will be added to the factions which are already playable: Arabellan units (2 or 3) for Cormyr, Knights in Silver and the Spellguard for Luruar, Black Cloaks for the Zhentarim, and some more. I also have some units for Tethyr, and will continue finishing those rosters.

    Also, Assurbanippal has created many cool mounts models that we are not yet using in the mod, but it would definatelly be great to add some of them. They are both various horses and exotic beasts like griphons, and even flying carpets.

    EDIT2:
    I unpacked the mod from the uploaded file to test myself how it works, and the sounds work, so i dont know why you had no sounds. I tried the mod folder which was uploaded and it was with vanilla sounds and music. Anyway that is fine, but im wondering why you had no sound...

    If anyone else can confirm the lack of sound, or any other bugs, i would really appreciate that.
    Last edited by Vladyvid; July 01, 2020 at 10:09 AM.

  18. #18
    Mr_Nygren's Avatar Berserkir
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    Quote Originally Posted by Vladyvid View Post
    Only the dwarves would require special animations, so only one roster can be problematic like that. The unit cards are no issue, i can do one faction over one evening, its no problem.

    Sure, and like i said unique animations so far only for the dwarves, well and for giants too but its only one unit so we can wait with that.

    Thanks! The clones you are referring to, are mostly the militias, but there is little more to them, because they actually have 4 tiers, basic and 3 upgrades of both the texture and the model, so they start in tunics and hats and end up in chainmail and helmets. I know they are a bit outdated, but they were my first set of "ok-ish" models, so i kept them.

    There are also upgrade models and textures for a number of other units, among them many Northmen units aswell. Not all units or not all factions have those upgrades, its mostly for the units shared among many factions.

    Yes theres been quite a bit of work done for the campaign, even if it looks rought around the edges like that. The main plan is to add more rosters to be playable, while for the campaign my plan is to start remaking it by first only taking the bare map, and later adding more features. Since ive done this before, with several mod folders, and i could get different maps to work, im pretty sure i can do that. I would then test the map itself with the vanilla files, and if no major issues are there would proceed adding EDU/EDB and units.

    Sorry i havent really checked the artillery pieces at all, they are all vanilla peasants i believe. They will all receive proper models, but thanks for reporting. As for the sound, i was rushing a few things last evening and i wanted to change the factions voices, then screw up and forgot to go back, so i guess ended up with a no sound release, funny. I will probably make a fix patch for that, along with a few other things i suppose.

    EDIT: I didnt notice the Arcane Brotherhood Wizards issue, that must be a coding mistake in BMDB because that unit is using a different model than what the surfer is, and both the models and textures should be there, i will check when im home.

    Well, they are the easiest thing to make, so i woudnt say its that big of a deal, just tried to find some screens to illustrate different factions we have, or places.

    In general, about the screens, menus, and ui, that is all not exactly done, because simply i was cutting lots of corners to make the release as planned. The units sprites are not implemented, only for some units. Last evening i was still considering if to push myself and add 3 more units for Cormyr to let them have 10, but i decided it makes little difference and i can add them later (would have to make weapons, set up textures, rig the models, convert all and code, and make unit cards). I had a rather bad day yesterday, so i will add them later with more other stuff.

    Thanks a lot for all this feedback Mr_Nygren, if anyone has anything else they can report, please do.

    EDIT:
    As you said the main priority will be on finishing the rosters. Good thing is that most stuff is ready, and if we had those 8 rosters from Assurbanippal coded, that would make 18 rosters complete and that is a lot.
    For the remaining factions: Amn, Tethyr, Chondath and Sembia; they all have some 3-5 units already completed, so each would require probably not more than some 8 unique units. I have several units that will be added to the factions which are already playable: Arabellan units (2 or 3) for Cormyr, Knights in Silver and the Spellguard for Luruar, Black Cloaks for the Zhentarim, and some more. I also have some units for Tethyr, and will continue finishing those rosters.

    Also, Assurbanippal has created many cool mounts models that we are not yet using in the mod, but it would definatelly be great to add some of them. They are both various horses and exotic beasts like griphons, and even flying carpets.

    EDIT2:
    I unpacked the mod from the uploaded file to test myself how it works, and the sounds work, so i dont know why you had no sounds. I tried the mod folder which was uploaded and it was with vanilla sounds and music. Anyway that is fine, but im wondering why you had no sound...

    If anyone else can confirm the lack of sound, or any other bugs, i would really appreciate that.
    Alright, sounds good about the animations then.

    Yes, the basic units were cool and all - I still need to take a look at the upgrades. They reminded me of the TGC/WotN-models but with different heads and other details. And I like those models. What i mean by that is that they had similar leather armour as those but different.

    Good luck with remaking the campaign man! It will be an interesting campaign to play later.

    Yeah, I saw that all the artillery engines were handed by vanilla crews. I still thought I should tell you about the two factions using silver surfer vanilla crews for them - but I knew they would be replaced later.

    The Arcane Brother Wizards-unit for the Captain's Confederation was the only silver surfer out of the new unit models. As you say probably due to a coding mistake in the BMDB.

    It wasn't a critique about the loading screens m8. They looked great.

    Are there any factions with female units? Amn has a female on the shield. In Elder Scrolls they have only male units despite the Morrowind game having units with female soldiers in the Empire etc. I like female soldiers and would certainly be interested in implementing such a faction if there is any.

    Otherwise just send me the roster you want implemented and I'll be implementing it.

    Edit:

    Mounts could cause trouble with the textures. Bantu had issues with them until he finally solved them. They had to use "mount" in their file-name or something. Also, what are they rigged on? I'd suggest doing what we did and use Warhammer: Beginning of the End Times models as a base when rigging them. Then you could simply use the animations of Beginning of the End Times - as they have Carpets, griffons etc there.
    Last edited by Mr_Nygren; July 02, 2020 at 10:41 AM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  19. #19
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    Quote Originally Posted by Mr_Nygren View Post
    Alright, sounds good about the animations then.

    Yes, the basic units were cool and all - I still need to take a look at the upgrades. They reminded me of the TGC/WotN-models but with different heads and other details. And I like those models. What i mean by that is that they had similar leather armour as those but different.

    Good luck with remaking the campaign man! It will be an interesting campaign to play later.

    Yeah, I saw that all the artillery engines were handed by vanilla crews. I still thought I should tell you about the two factions using silver surfer vanilla crews for them - but I knew they would be replaced later.

    The Arcane Brother Wizards-unit for the Captain's Confederation was the only silver surfer out of the new unit models. As you say probably due to a coding mistake in the BMDB.

    It wasn't a critique about the loading screens m8. They looked great.

    Are there any factions with female units? Amn has a female on the shield. In Elder Scrolls they have only male units despite the Morrowind game having units with female soldiers in the Empire etc. I like female soldiers and would certainly be interested in implementing such a faction if there is any.

    Otherwise just send me the roster you want implemented and I'll be implementing it.

    Edit:

    Mounts could cause trouble with the textures. Bantu had issues with them until he finally solved them. They had to use "mount" in their file-name or something. Also, what are they rigged on? I'd suggest doing what we did and use Warhammer: Beginning of the End Times models as a base when rigging them. Then you could simply use the animations of Beginning of the End Times - as they have Carpets, griffons etc there.
    Ok so for the female units, i believe the elves may have some, but we mostly just focused on men in units for simplicity. I would definately like to see some units like that, and even more some special characters like Alustriel or Simbul, or Scyllua Darkhope of the Zhentarim, Queen Zaranda Star of Tethyr, Lady Myrmeen Lhaal of Arabel, i can go on and on, there are so many graet female heroes. I hope we will eventually get to the point where we can add at least some of them.

    After all rosters are completed we can add some units like that, because we will have more time for focusing one single units. There arent all that many units left to finish all the rosters to an acceptable level, so later we can focus on mercenaries, unique rebels, and some special units. I mean we could still keep adding more factions, but that i would say only after a working campaign with the initially intended 22 factions. I mean i sure would like to later add more and im looking forward to working on Turmish, Chessenta, or other such realms; Erlkazar, Impiltur, Thesk, there was an idea for a Hordes of Thar faction of orcs. Theres many great possibilities.

  20. #20
    Mr_Nygren's Avatar Berserkir
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    Default Re: Faerūn[Forgotten Realms]TW - v0.1 released, check the first post

    Quote Originally Posted by Vladyvid View Post
    Ok so for the female units, i believe the elves may have some, but we mostly just focused on men in units for simplicity. I would definately like to see some units like that, and even more some special characters like Alustriel or Simbul, or Scyllua Darkhope of the Zhentarim, Queen Zaranda Star of Tethyr, Lady Myrmeen Lhaal of Arabel, i can go on and on, there are so many graet female heroes. I hope we will eventually get to the point where we can add at least some of them.

    After all rosters are completed we can add some units like that, because we will have more time for focusing one single units. There arent all that many units left to finish all the rosters to an acceptable level, so later we can focus on mercenaries, unique rebels, and some special units. I mean we could still keep adding more factions, but that i would say only after a working campaign with the initially intended 22 factions. I mean i sure would like to later add more and im looking forward to working on Turmish, Chessenta, or other such realms; Erlkazar, Impiltur, Thesk, there was an idea for a Hordes of Thar faction of orcs. Theres many great possibilities.
    I've looked at some of the threads in the Developer's forum, and I've posted there as well - I'm really interested in Shadowar and the Elves of Cormynthyr. The Elves in particular are gorgeous I think. Assurbannipal seems to have already coded his stuff into his version of the mod. So it would be easier to code them into the release if I had his version I think - then it's a faster matter of copying entries, while otherwise I will need to create the entries. Both will work but it would be faster if I had his files.
    Last edited by Mr_Nygren; July 02, 2020 at 04:12 PM.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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