Well, animation text files are among the few files I'm not affiliated with.
But you could get in contact with Vladyvid. He's our leader, and you could discuss things with him better than with me.
Well, animation text files are among the few files I'm not affiliated with.
But you could get in contact with Vladyvid. He's our leader, and you could discuss things with him better than with me.
I can't see the map, but I am familiar with Norwold. Except for a few settlements the region isn't fleshed out. Alpha. Oceansend. Leeha. Landfall. Might need to have the ability to found settlements as there are few.
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Last edited by FlaviusJulius; April 18, 2012 at 09:33 PM.
@ FlaviusJulius :Heres a repost of images from this server These should be viewable.![]()
Map repost
The map is constructed from a combination of the map you posted and these sources here
http://pandius.com/BRUN_Kal_campaign_AC1160.jpg
http://pandius.com/norwold.html
http://pandius.com/06mp16nw.jpg
The specific intentions for dealing with Norwolds emptiness are as follows:
A bunch of settlements will all be there but players will have to make a barony out of literally nothing. Fan based empires like latonnia have been scrapped. A random number generator has been used to determine resources using classic champion set rules. Population will start at 50 in most unsettled places using fictious names from fan resources above, A TATW type recruitment system will be applied to population growth along with a varied version of my extermination script. Population growth and trade will also be affected seasonally and somewhat randomly as in warhammer, which should limit growth in most uninhabited places as winter will be at least three turns out of six for every year(like montana rockies). Most Income will be driven by merchants as opposed to population but It'll use a grim reality type trait system on the merchants to limit earning at certain times. Obviously, I have no idea yet how this will balance but I have to start somewhere. In terms of the building trees themselves I intend to lean heavily on concepts developed by DLV and The Last kingdom and have left enough room to Rusichi-ize the few major settlements if need be. Having orc types use apache development will eliminate players being able to take over highly developed ai settlements, additionally elves, halfling, and dwarves will have a totally different building tree line than players. Basically I intend to keep big settlements as they are and severally limit the possibility of new cities developing without resorting heavy handed hidden resource requirements for settlement upgrades.
I like this idea very much. It would feel much more like your empire that you built from nothing.
I think I'm going to play this once you release it.![]()
There is a lot of neat stuff at the Vaults of Pandius. I used to spend hours over there. One of the guys who wrote some of this stuff was or is a contributor there. The Medieval Grimore guy from Dragon. The only reason to pick up that magazine.
I think you should be able to start small and work your way up. Maybe all playable factions should be roughly equal. Competing Barons. I think Britannia is the best except for the start position. I like the idea of skipping the whole City or Castle thing. RTW was better on that. I play Julii and England. I am always Red. I like those Sergeant Spearmen units. In Britannia all you get is +1 on attack at levels 1, 4, and 7. Usually only 1 armor upgrade. They have good stats. I think if the top of the building browser were sheared off that would be a good thing. At the 12,000 population level in Britannia you get all the units. They get carried away with the building browser. Kind of hard to build units out of a population of 50. I find defending much easier then attacking.
I'm back to work on this mod, thought I'd show my basic orcs, complete with custom skeleton for proper forward hunch. I'm expecting that this model may provide a useful base model for ogers and hill giants. These are roughly based on The Orcs of Thar cover.
EDIT I:Shields are from 1066 teams open release. Thanks to DG for his awesome work
Presenting the classic DnD Orc
Last edited by alleycat; May 25, 2012 at 04:03 PM.
You're very talented.
A pitty I can't rep you again.![]()
Are there any other mods like this? Based on a different map then Europe and playable?
What texture set are you using for the map textures? They look really nice and I'd love to use them on my copies of mods.
+ rep for an awesome idea!
I had hoped to complete more 3-d work for this preview but finally felt it would be worth it to lay down a proper foundation as its easier to stay motivated if it feels more like a new game visually, and that means all the grunt work. I have changed the name, as I feel the alpha is far enough along to give the project a less ambiguous name. Ulfhedinn from WOTN has made contributions of at least equal weight to my own in this preview (if not more), most significantly in development of the early phase campaign concept, including laying extensive scripting work for the campaign, 2d work, and 3d work, including a seamless bare-chested human model(not previewed). He has may monster models in various stages of completion as well.
At this point UI graphics and text are about 90% done.
Building tree ui
Other UI stuff
The campaign
Goblin base model
Last edited by alleycat; October 16, 2012 at 09:24 AM.
To maintain consistent work flow I will be trying to release one preview a week. Smaller ones I'll just amend to the OP so keep checking back if your interested in following this mods progress as I often prefer editing posts to bumping threads.Next weeks preview will include or not include, bugbear, goblin pariahs, smooth coastlines, and a siege spawn/disband script featuring a combination of both urban and rural spawns. The following images use 1066 sword and shield models from DG as I haven't decided on attachments yet.
Goblins armoured up
HobGoblins
Scripting Preview
Looking great buddy, keep it up!![]()
Thanks a lot for the encouragement Murf.
Heres my first and likely last run at coast line smoothing. a lot of clicking but decent payoff on rivers and sweeping coasts. Jagged coast not so much.
More Coastline
Very nice work my man!
That's interesting idea(mod) only one faction playable??
Med 2 RPG??? Leveling??
Mod will have some dragons???
+rep
Hi T&D thanks for stopping by.
"Leveling" will be available through some strat model swapping and body guard size/type swapping. I've been messing around with attack delays and have found a method for making foot generals effective so I can advance them via GeneralNumKills. Officers can also be directly upgraded and evidently have their own stats. Its a bit of an embellishment for sure. The rpg aspect will obviously be limited to certain types of experiences and will not involve dungeons or dragons. Especially if I have to do it mostly myself, I'm much more interested in other things and the many dragons in this part of the world have a strict non-intervention policy.My motivations are more closely tied to the dominion rules of PNP D&D and a pc game called stronghold from the pool of radiance days. I can promise gnolls, trolls, ogres, and hill giants and a little spell casting.
but that not saying much, except the gnolls will be a project.
Mini-Preview Goblin Lv0 and Bugbear WIP