Hello Warcrafthero and thanks for your support! There will be an official release announcement for the custom battles version in a day or two.
Hello Warcrafthero and thanks for your support! There will be an official release announcement for the custom battles version in a day or two.
Planned Release Date of Faerun TW v0.1
Having considered what remains to be completed to release a custom battles version, it is my pleasure to announce the planned relese date to be until end of June - June 30 - this month.
I have figured out the sprites generator, and im working on the battlefield UI. I will have some units icons to make, some banners to finish; so a lot of minor stuff really. From there it will be all about which factions will make the first release.
Also, let me say here clearly that this first release will most certainly be later patched and rosters will be expanded or maybe in some cases changed in other ways. That also goes for the units stats.
We have more material than what will be released in June, but eventually all factions will be added, and then the campaign will be restarted so to speak. I reckon if we just remove most special features from the campaign, it may work without the crashes, so that could be the next step in release. I will have to rebuild the campaign anyways because that is the only way to identify the CTDs reason/s.
That would be all from me for now. You all have the great stuff from Assurbanippal's previews to check at the bottom of the previous page - 53 - of this topic. Really worth to see i think. I will try to give some update on the mod status like once a week, so a week from today more or less.
Thanks to everyone for your attention and support!
Last edited by Vladyvid; June 02, 2020 at 11:13 AM.
Just can't wait.
Mundus Bellicus - TWC - ModDB - Discord - Steam
~ Patronized by Gaius Baltar, son of the Great Family of imb39, of the House of Garbarsardar, of the Noble House of Wilpuri.
Great to see you Titus!
As for my update, the battle ui is done; loading screens done, menu bugs fixed. Im working on the battle banners now, and after that i will finish the remaining unit icons.
The june release plan stands.
EDIT:
I updated the first post with the current progress status, and i removed lots of old junk. I should probably add some pics there but not now.
As you can see, there is a lot of completed material, but still a roster that says its complete may still be later changed bla bla bla you know.
Last edited by Vladyvid; June 10, 2020 at 10:27 AM.
Hey guys im hitting the freaking wall again with my searching efforts, so if anyone has any suggestions, id be glad to hear them.
I just cant seem to find ANY INFO on the heraldic designs for Unther and Calimshan. Never had luck searching for those factions, because apparently despite them being many thousands of years old in the Faerun lore, nobody bothered to describe what kind of symbols or flags they were using. (SIC!!!!!!!!!!!!!!!!!)
They are empires existing for many millenia, and yet some stinking villages in the North have coats of arms described in the lore but these age old empires not? That kind of stupidity is really infuriating me, to the point that i think i have to myself design all of the missing Faerun's heraldry and best publish a freaking book on that, so the future generations of nerds don't have to get pissed as i do. I mean come on ppl, those kinds of holes in the lore are totally unnacceptable and must be fixed! Its only a pitty that i have to be the one to fix that... (>.<)
So for the banners of unther and calimshan i will just have to come up with some ideas of my own.
So that im not just ranting, let me show you something disurbing here:
so you see, this collage is disturbing enough to look at, at least for my eyes, but if you imagine that a large part of what you see had to be designed based on vague bits of lore, then that is the real disturbing thing im referring to!
That will have to do now, because im moving on to finishing other stuff.
This is great!
Mundus Bellicus - TWC - ModDB - Discord - Steam
~ Patronized by Gaius Baltar, son of the Great Family of imb39, of the House of Garbarsardar, of the Noble House of Wilpuri.
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.
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.
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.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal
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
but betrayal with treachery.
- The Havamal
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.
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.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal
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.
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
Manus supra idolum age primum et septimum de QuatuoR
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.
Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
but betrayal with treachery.
- The Havamal