Latest NTW Modding News and Announcements are HERE!

Thread: Latest NTW Modding News and Announcements are HERE!

  1. Legio's Avatar

    Legio said:

    Default Latest NTW Modding News and Announcements are HERE!



    The Eagle Standard, Volume X Issue IV has just been made public. It has all the latest and greatest Total War and mod related news - from interviews about the implementation of tanks into the Napoleon Total War mod TGW to a candid tell-all by Foot of the Europa Barbarorum II team . That's just some of it, folks. Get it, and get it now!!!

    ETW and NTW News
    Napoleon Total War
    The Great War Interview: Tanks and Version 5.0!


    introduction As most of you should now know, The Great War mod has recently released a teaser preview (found here) featuring tanks like this one:

    Spoiler Alert, click show to read: 

    in Napoleon Total War. In addition they showed off a new launcher, and a complete list of all artillery models currently in game - with pictures! So, I decided to get an interview with these innovative modders. Here are some interviews I got with first the creator of the tanks and artillery, B-dizl, and the person who textured these amazing beasts and made uniforms for all the major nations in game, aanker!



    Interview with B-dizl


    1. Tell our readers a bit about yourself.

    I'm a gamer (obviously), i love movies, i read a lot and I'm a music lover, pretty much all kinds of music (except country, the newer stuff anyway). I work in tech support so I'm online literally all day, hence my large post count.

    2. How did you get into modding? What exactly do you do?

    I started my modding career with the original WW1:TW mod back in 2009. I did several tank models as that was my main point of interest in WW1 at the time. After that mod failed to get off the ground i kind of lost interest in modding and took a break from modeling as well.


    3. How did you get involved in The Great War mod?


    This was kind of a happy coincidence, i got laid off from my job in april 2010 and looking for something to pass the time while i looked for a new job, i found the then brand new TGW mod and still wanting to make a WW1 version of a TW game i posted several of my models from the WW1:TW mod. Needless to say they offered me a spot on the team.


    4. About how long does it take you to make one model?

    It really depends on the model and how much free time i have at one time. For a small model like a rifle or helmet it only takes 1-3 hours including UV mapping, tanks take more time but the most time consuming is the artillery models, they can take 7-8 hours especially to do the UV map.


    5. And how many models have you created for The Great War mod?

    Probably around 40 or so.



    6. Right, enough intro questions, I think we can get to the good stuff now. So tanks. How did you get them in? How do they work? Tell us everything!


    Well it was always possible to just get the model in game using pretty much anything like an artillery peice etc but to get it to function was another thing entirely. It was Aanker who made the breakthrough to get it to work so i dont really have the details on that but i can tell you there are more tanks than the one we showed and they do function, they drive, they shoot and the AI is able to use them.



    7. What other types of models have you put in-game?

    So far tanks, artillery, mortars, machine guns, and something else we will be showing soon.


    8. Anything else you want to mention?


    If you really like WW1 and fantasy books check out the Leviathon series by Scott Westerfeld, they are very entertaining and fully illustrated!




    Interview with aanker

    1. Tell us a bit about yourself.



    I'm an 18-year old Swede studying my last year at what would be equivalent to upper high school or lower college in the United States, aiming eventually for a Master's degree in geology.

    I like to play games, I do read a lot, I watch movies, draw digital art, prepare for exams... All in all, I like to keep things varied. That's probably why I ended up on TWC.




    2. So how did you get into modding? What do you do? Most importantly, how did you get involved in TGW?


    Having gotten Empire: Total War and explored its contents, I spent some time just tweaking around the values of units in the game for personal enjoyment, but then felt that I wanted to contribute to the larger community in some way. Armed with knowledge on how to edit basic unit stats, I offered the Great War mod help with giving proper stats to their ships.

    At the time, the Great War mod had really just kicked off for real, with lots of traffic going on in the mod thread. This meant that the project was expanding rapidly and in need of modders, and all of the sudden, I was on the team. From there on, my work has been largely varied and I haven't really had an area role up until the release of 4.5: I added flamethrowers, submachinegunners, artillery observers and the infamous Patriotic Levy to the field of units offered, but I also created some minor artwork and edited the campaign UI.

    After the release of 4.5, the long-term goal of the mod would be the 5.0 release. Since the bar was set relatively high - new uniforms, unit systems, scales, a better startpos, helmets, weapons, tanks, artillery, etc. - the team naturally had to split up the roles to fit the work load. I was given the task of texturing BDIZZLE's models, and making new uniforms based on the models provided by the game. That is what I'm still doing to this day - texturing. I'm also slightly involved in unit creation and general feature implementation, but only to a limited extent.


    4. About how long does it take you to make one texture or uniform?



    This question is really hard for me to answer. My workflow is a bit abnormal in the sense that I prefer to make many different minor edits across several different projects simultaneously, so it's quite difficult to give a good estimate on the time consumption here. If I sat down and worked on something for a single period of time, I'd perhaps average an hour or two on a radically modified uniform or new texture, less so on minor things such as hats and helmets. But I'd probably come back later anyway and try to polish something even more.



    5. And how many uniforms and textures have you created for The Great War mod?



    I suppose that I've made (radically edited) about six uniform torso parts (coats, shirts, and so forth), two or three leg parts (puttees for instance), and then nine artillery textures (tanks included?), and, lastly, a mauser rifle.

    This might not seem like a lot, but considering the fact that the atlas files (where all uniform part textures are stored in a single, huge, texture sheet) are cumbersomely large (of course this is outweighed by the practicality of having variants and so forth), and that all texture files come in several variations, it takes time to properly put together all the textures necessary - in a satisficial way - for the mod. Furthermore, this time has to be fit into the real world as well, with schoolwork, other interests, etc.

    Development is still ongoing, though, so expect more textures (and models, of course) in the final release!



    6. Right, enough intro questions, I think we can get to the good stuff now. So tanks. How did you get them in, how do they work, what you did on them, tell us everything you can.




    Tanks will function largely like artillery. They will have a (killable) crew, and they will be mobile, of course. As of current, they will not be able to fire while moving, but remember that historically, World War I tanks had no way of aiming and therefore hitting anything while on the move. The fact that we have designed them as artillery also allows for a few interesting scenarios: infantry can actually immobilise the tanks by storming them (though this is not recommended), simulating the sticky bombs used against tracks and cogs, and tanks can either be left crewless on the field like empty metal husks or, of course, be torn to shreds by artillery.

    And no, they will not require limbering/unlimbering. The technique behind the tanks was actually discovered by chance several months back, during the initial design of the American army roster: artillery that moved without carriages! This was probably not a true discovery in the sense that we were the first to see the "bug", if you will, but it was definitely a great opportunity to, in classical modding style, find a feature of the game and turn it into something useful.

    Tanks will be divided into light, male and female tanks. Light tanks will be fast enough to redeploy quite quickly and take on routing units by machinegunning them down, or to make a swift flanking maneuver, flinging in lead right where it hurts. Male tanks will be specialized in artillery: rather than rely on machineguns, male tanks use cannons to counter buildings and - if necessary - other tanks. Male tanks are most useful against an enemy residing in buildings, where they are largely protected from machinegun fire, and less useful against large formations of attacking infantry, where their considerably lower rate of fire allows the enemy to come sufficiently close to disable them. Female tanks are the proper anti-infantry tanks, deploying many machineguns and therefore offering the commander a quick way to dispose of enemy personnel. While a light machinegun might suffice to hold the crest of a newly taken hill, you will surely need female tanks if you wish to protect your own men from hails of in the open.

    In the end, the weapons that will work best against tanks will be anti-tank rifles and artillery. Rifle and machinegun ammunition will only cause minor damage over very extended periods of time (as metal flakes are thrown about inside the crew compartment when projectiles hit the armour). Male tanks will be able to ward off assaults by enemy female tanks, but while stationary in defending positions, they are also very welcome targets for the artillery.

    All in all, the tanks are going to be one of our most prestigeous features in the 5.0 release. We aim to make them as playable and authentic as possible, and as a result, most of what you have read above is still work-in-progress where some parts might be liable to change. Tanks will be in 5.0, no matter the design decisions, though.



    7. What other things have you put put in-game (uniforms, other textures)?



    We're still working on some things we want to put in to fill out the currently fielded models. With the addition of Volcol, another skilled modeller with experience in the World War I area, so many possibilities are opened up that we just can't find all the factual 5.0 release features from the previously speculative "maybe":s.



    There are a few things you will guaranteedely see in 5.0, however:


    * New helmets, hats (currently Adrian, Pickelhaube, Stahlhelm, Broadie, proper French kepi)



    * Standardized unit rosters (set number of roles, these roles are then filled by either generic or nation-specific units)



    * Scales (tiny, normal, operational, epic; for more information, check the 5.0 teaser preview)



    * New artillery models (check the 5.0 teaser preview, some more might still be in development)



    * Tanks (male, female, light, for all nations that had the ability to construct tanks)



    * Airplanes (spies are turned into aviators)



    * Campaign models (trains, ships, characters etc.)



    * New startpos system (more on this later)



    There are also a couple of definite maybe:s, but these will not be released yet, since we wouldn't want to get our fans hyped up about a feature and then not release it because it wasn't fully functional or possible.


    8. Anything else you want to mention?


    I'd like to thank the guys over at the ES for the great honour of being featured!

    Furthermore, I'd also like to thank all our fans, modding friends and players from around the forums for their long and zealous support for the Great War mod - without you, the tanks, models, uniform parts and countless work hours put into this behemoth of a project would never have gone this far. It's quite amazing to stand here today and look back at the roots of the mod, in those early glorious days of N:TW modding, in the era of releases 3.6 and 4.2... And then turn around and see where we are today, with the team clearly being on course for 5.0. All thanks to you.


    I don't have a release date, but I have this one promise: 5.0 will be the first, definite release of the Great War mod.

    Thanks again,

    Aanker and the Great War mod team





    [Tool] NTW full Model Converter
    Recently, several prominent NTW modders have been working closely with a plugin developer, and as a result a new tool has been developed, a model converter. It offers full conversion for all NTW models, meaning new character models, or new unit parts can now be implemented, unlocking many new possibilities for NTW modding! To read more specifics about the model converter, or to try it out, head on over to this thread: http://www.twcenter.net/forums/showthread.php?t=459454





    ToonTotalWars Napoleon Total War AI mod.



    One of the most common criticisms of the Total War series has always been the AI. Particularly in the later game NTW where people have complained that the AI doesn’t make the game challenging or does ridiculous manoeuvrings in battles such as placing cannons behind their own troops and opening fire. Veteran modder ToonTotalWar has decided to rectify this by releasing his Napoleon Total War AI mod. This mod aims to improve the AI for both battles and campaigns. Various other tweaks were made to the game play of battles in order to help the AI such as grenades are now disabled, tighter formations and the musket ranges have been have been changed slightly. Along with these changes in the battles the campaign has also been looked at with the building recruitment costs reduced and the technology research time decreased. These tweaks benefit the AI and provide you with some longer battles! Those of you who have played the All in One mod also created by ToonTotalWar may recognize some of these changes. After a brief play time with the mod I noticed more flanking in battles, I really had to keep an eye on my flanks to keep them safe, and in the campaign I thought the AI to be more aggressive than usual, I found they built up there forces quicker, particularly France. If you want to download this mod or learn more about it then I suggest you visit the download thread here


    E.K




    Island of Elba
    The Island of Elba mod gives you the opportunity to take the role of Napoleon following his defeat in 1814 and his exile to the island of Elba where you must take command of your limited resources and use them to make a triumphant return to France, dethroning the old Bourbon Monarchy reinstated by the English.

    You begin with Napoleon on the Island of Elba with a bucket load of cash and not much else, you must spend this wisely has you strive to retake France and it's empire and crush Britain and her allies to cement your hold on power.

    Spoiler Alert, click show to read: 



    More details of this unique mod and a download for its beta, created by LucasMDL, can be found here:
    http://www.twcenter.net/forums/showthread.php?t=426773

    By Jedi1


    [tool] editable custom battle funds

    This recent release by T.C. offers a new breakthrough in NTW modding: the ability to change the amount of money you get in custom battles, as shown by the screenshot below:
    Spoiler Alert, click show to read: 

    T.C. created two versions, one that simply doubles the amount of money you get and the other that lets you choose exactly how much you get. To read more about it and to try it out, go here: http://www.twcenter.net/forums/showthread.php?t=479845








    Empire total War
    The Wig Mod for ETW

    Ever gotten tired of that dull old brown and black hair sported by your men of the line who are otherwise outfitted in splendid, inspiring and colorful uniforms, well look no further than Wig Mod by Lord Sith for Empire Total war. This splendorous mod replaces the common brown hair of your soldiers with spiffing, immaculate white wig, completing their ensemble and allowing them to march into battle equipped with all the latest fads of 18th century European fashion.

    Spoiler Alert, click show to read: 






    More information and downloads for this mod can be found at the following link:
    http://www.twcenter.net/forums/showthread.php?t=444702


    Jedi1


    Tricorn to Helmet


    Tired of boring unit models? Want some sort of evolution of the way your men look as they conquer the world? Introducing the Tricorn to Helmet mod from ⚓ Flikitos ⚓.


    His mod not only gives new uniforms to several of the faction's Line Infantry, but soon it will include a system of change to those models as the campaign goes on, so men of the 1800's won't look as drab and disorderly as those of the early 1700's.


    Although mainly focusing on the units of Revolutionary France, Flikitos has promised much more content in the near future.


    In the end, we tip our hats (or helmets) and eagerly await to see what more this mod can offer.
















    Spoiler Alert, click show to read: 






    The Super Mod




    The SUPER ModIntroducing The Super Mod from Fonsy. Fonsy's Super Mod is mostly little changes to miscellaneous pieces of the campaign map and the battlefield; but don't be fooled, these changes combine to create a very interesting game that you won't forget. Whether you're a die hard fan who can't pull yourself away from Empire, or you would just like to try out some new things, The Super Mod is a definite candidate for your enjoyment.



    Ludos Scotland Mod Fixed
    Ludos Scotland mod for Empire Total war has received an apparently fan made update making it compatible with post 1.3 versions of the game.


    The Product of blazeftp, this update enables you to experience the breeze through your kilt once more as you create grand old bonnie Scottish empire. It sets you up in the year 1700 with James II as your king and a world ripe for conquering, all to the beautiful sound of bagpipes. Here are a few wee screenshots to show off the mods Ludo and blazeftps handy-work.



    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 





    Spoiler Alert, click show to read: 




    To learn more of this mod or download and play it you can find all the required information and downloads here: http://www.twcenter.net/forums/showthread.php?t=312201





    Jedi1





    Archimod Re-release v0.69










    Archimod is a mod created for ETW by veteran total war player Archimonday. The mod contains a load of personal game play tweaks, such as the accuracy of the muskets or the tweaking of the AI and much more. All of these little tweaks have been designed through hours of play to give you a more balanced, difficult game where you need to focus on your economy and be more diplomatic.














    Alongside a plethora of smaller tweaks Archimod has also overhauled the armies and units. These changes reflect how armies should have been comprised at the time, for example the AI will recruit more infantry which makes up the core of the army, while it will recruit less cavalry because they are now only a supporting role. Units are divided into categories and their stats are adjusted to suit what category there in. As units become more skilled and gain more experience they can take on trait of units that are in the category above them. For example, a unit of Grenadiers could become just as good as an elite unit.

















    Archimod also features lots of campaign changes as well as two new campaigns, the first being a late campaign starting in 1783 will all factions playable aswell as an early campaign starting in 1700 with similar modifications to the late campaign. Some of the campaign tweaks including the new 12 turn per year system which is six times what it was in vanilla. This change lets you experience more depth, that you couldn’t get in in vanilla. Changes have been made to the AI so that nations such as the Maratha Confederacy don’t meet the Cherokee, this system was put in place to avoid the ridiculous fictional conflicts that could happen.







    Archimod features three different versions you can choose to download, they are: Archimod Full which is the full mod with all the additions. The second is Archimod Lite + campaigns which is a cut down version of the mod plus all the campaign additions. Thirdly, Archimod Lite is a cut down versionof the mod with no campaign additions or units overhauls.







    If you want to learn more about this mod I suggest you visit the official thread here.








    E.K








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  2. rambo2 said:

    Default Re:

    Thanks for sharing the news.Keep it up.
     
  3. Madine's Avatar

    Madine said:

    Default Re: Latest NTW Modding News and Announcements are HERE!

    could someone plz give an estimate when the ww1 mod 5.0 will come out?