Page 6 of 9 FirstFirst 123456789 LastLast
Results 101 to 120 of 170

Thread: Risk_Version.II.--released--advanced campaign submod..

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    question Leoni.. what are those attached files i see in the first page? are those the files for the new towns you made? and if they are which folder to i extract them to? the nepoleonic folder or the data? and in my thoughts no Romenian faction would not fit here. although i do like the fact that LordXarax's hero did want to break away from the feudal system. just a wild thought here but what about the papal states? im aware the church didnt have a big role(well not as big as it did in middle ages) its just a thought though because i keep trying to think of a country that would fit or ideas but none fit. thank you for your time

  2. #2

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Why is not fit Romania in this period Guard? if you read about this time line in this area, you will see in one day 12.000 of romanian volutaries joined Russia against Ottoman Empire to overrun turks from Bucharest at 1769

  3. #3
    leoni's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Berlin
    Posts
    1,583

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    hello to all...attachments on the first page, is just for someone who will help to change the cas files i need...for ai pathfinding...during this i thinking about to use another city ground...with correct pathfinding...and to implement new buildings from oim and rs2 too...this will cost some time...but if nobody really can-willing to help...so the towns will be much bigger than...i m still sort out, which i will use...but i like a babarian street plan...not so accurate...more curves such stuff...also i want to script the ai, to use cannons...especially for siege battles...you see i try different things out...
    after this is finished...we can go on to talk about new factions...etc...but feel free to mod by yourself...to add nice stuff...xarax...so you have 3dsmax...maybe you could make some nice building...or try to modelling a model...make changes to a existing one...

  4. #4

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    I need to edit what I said from "moves" to actions, I was doing for an retarded 3Dchat to sell my products for credits, and I didn't do so many, so the point I can't make buildings, or I never try, but I'm gonna send you the link,probably I will try,because long time I didn't open, tomorrow i'm gonna install it again, and i'm gonna try to make Triumph Arc .

  5. #5

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Xarax i understand your point however how would you fit that event in the game if it takes place in 1805. if it does make an appearance it should be a minor faction .. really difficult to play with like Brunswick was. no ability to field large armies. now i dint say no elite units because every country has its heroes and brave warriors no matter what anyone says.

    Leoni thank you for the information i was re reading other posts to see if i had missed any information regarding your updates however i saw nothing pertaining to the new towns. indeed im looking forward to your work. you never disappoint. i have noticed the AI dosent seem to recruit any cannons.. its a shame because it leaves my beloved cavalry to roam free in the field and my infantry without any real threat can simply march to victory.

  6. #6
    leoni's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Berlin
    Posts
    1,583

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...thats a strange problem, thinking on rome...where the ai often buyed hordes of onagers..stuff like that...
    i hope to fix that......for the towns, the only thing i could do is to upload a version for a unwalled town...so the ai will have not such pathfinding trouble...

  7. #7

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Probably yes Imperial,an minor-faction. I have many Ideas, how this mod can turn into, with great features, like for example, my country, Romania, last year I was playing Empire TW, with 13 Colonies and they become USA after they take some regions, this will be cool feature, I don't know if the engine of RTW can handle that feature, but will be cool for minor faction's like Romania, or Greece even Bulgaria, because how I remember history Bulgaria,Greece and Serbia I think,they obtain Indepencence before Balkan wars, so this mean after the Russian-Austrian-Ottoman Empire wars,for Bulgaria i'm sure, I'm not sure for other's.
    And I just send an pm to leoni I can't do nothing atm, but I think I find Arc of Triumph 3D model free for downloading
    Check this leoni:
    http://www.youtube.com/watch?v=8wc6oOs03T4 The clip how it's look's like
    and the free downloading on many versions for differents window's/pc's
    http://homes.esat.kuleuven.be/~visit...2/download.php

  8. #8

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ok I check that forget that I said that's an program for anything else..zzzzzz ok I need to close the computer see ya tommorow....

  9. #9

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ok now i'm sure this is working, you just need to add some colours if you want and to delete what you don't like to appear and here's what I find,this google is amazing if you know where to search:

    Arc de Triomphe:
    http://sketchup.google.com/3dwarehou...3cf63222c527f5
    download it as an SketchUp 5 (I have vista for me worked, and I open it then I could export it 2D-3D
    And Eiffel Tower:
    http://sketchup.google.com/3dwarehou...d4&prevstart=0
    same download it as an SketchUp 5
    Dian Al Mahri Mosque :
    http://sketchup.google.com/3dwarehou...d0&prevstart=0
    For me worked when I download it as SketchUp 6
    Something like an cool gate from Egypt:
    http://sketchup.google.com/3dwarehou...rm&prevstart=0
    For me worked when I download it as SketchUp 6
    Kazan Catedral I believe is from Russia :
    http://sketchup.google.com/3dwarehou...sa&prevstart=0
    you need to update the sketchup if it's not update it, for me this didn't worked.
    some kind of an Italian Catedral model (I think I saw exactly the same in m2tw)
    http://sketchup.google.com/3dwarehou...71&prevstart=0
    And where you see Leoni that Google 3D warehouse, you can type an building in that box and then will generate from an picture and there you go the 3D model.
    I hope this will help you

  10. #10
    leoni's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Berlin
    Posts
    1,583

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    thats really great researchin....if we got a real team...we could go to medieval...and make a napoleonic mod...for all who give a s...for steam....also there are interesting mods with gunpowder, where we could learn from...so if a modder is willing to help please post or pm...

  11. #11

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    If you are going and open an new thread (I don't know how the things are going here) for an 100% mod I'l join you, as an researcher,maybe in time as an texturer too (as I said I know to use some paint programs so-so) I hope are others who want too.And will be cool 1 modder to join, I don't have skills, but if he have an converter what he need to do is to download from my research, and convert it,to give some colours and to cut the parts what is not need for the mod.

  12. #12
    leoni's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Berlin
    Posts
    1,583

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    ...i really want-searchin for a trustworthy team for both...hellenistic area and napoleonic...we could work either for rome or medieval...no problem for me...but like for wwc before...the most people just seem to watching and consuming...or they are always too busy...and so on...so i really p...off to do everything alone...i see you are willing to help...just for me, when a hobby become like real life work...you lost spirit- devotion...that kills your-my fantasy
    ...and to say `i got no idea of modding` isnt a argument, since we all had to start from zero, to learn...
    sorry...just a bit frustrated...

  13. #13

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    I find some tutorials on heaveans about many things for rtw,I was looking for tutorials and I find there
    http://rtw.heavengames.com/rtw/mods/...ls/index.shtml

  14. #14
    Sicknero's Avatar Senator
    Join Date
    Apr 2010
    Location
    Istria
    Posts
    1,056

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Wow this looks brilliant :-) Can't wait to get home and try it out....

    I noticed a link further up for an Eiffel Tower sketchup. Forgive me for butting in, or if I've misunderstood, but it wasn't built until 1889.

  15. #15

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    I gave just examples of models for buildings

  16. #16
    Sicknero's Avatar Senator
    Join Date
    Apr 2010
    Location
    Istria
    Posts
    1,056

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Quote Originally Posted by LordXarax View Post
    I gave just examples of models for buildings
    Yes I was just looking at them ... fascinating stuff, I'd like to learn more about that.

  17. #17
    Sicknero's Avatar Senator
    Join Date
    Apr 2010
    Location
    Istria
    Posts
    1,056

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    That was loads of fun anyway, just had an entertaining hour playing with this mod :-)

    Turn 1 ... a quick jaunt across the English Channel to capture Calais; a chaotic fight in the dense trees, in which Wellesley (the faction heir, lol) runs away. But his men who stayed to fight still managed to see off the French reinforcements and take the town.

    Turn 2 ... booted out of Calais by a much larger French force; Wellesley killed and his whole army wiped out... :-)

    Seriously though, looks like a great game. I love what you've done with the buildings they look brilliant.

    It's a pity there's no option for infantry to form square when attacked by cavalry, but I assume that's a limitation of the TW game engine?

    The French army when they attacked me in Calais, had no formations at all and just came on as one large rabble... but I'm thinking that might be because of it being a settlement-based fight... out in the open troops seem more likely to keep their formations. Indeed I see a reference to this further up the thread so I'll have a closer look later.

    Excellent work anyway, thank you very much :-) It's this kind of modding, that takes the game to so many different eras and worlds, that really makes the game so much more fun and more entertaining than it even is to start with.

  18. #18
    leoni's Avatar Campidoctor
    Join Date
    Aug 2009
    Location
    Berlin
    Posts
    1,583

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    thank you very much my friend...beside my new assignment for rotn, i hope to make some progress here too....also i have to learn to work with 3dsmax...so maybe with the time i could do some more improvments.

  19. #19
    Gen.jamesWolfe's Avatar Vicarius
    Join Date
    Jan 2008
    Location
    in my house.
    Posts
    2,610

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Quote Originally Posted by sicknero View Post
    That was loads of fun anyway, just had an entertaining hour playing with this mod :-)

    Turn 1 ... a quick jaunt across the English Channel to capture Calais; a chaotic fight in the dense trees, in which Wellesley (the faction heir, lol) runs away. But his men who stayed to fight still managed to see off the French reinforcements and take the town.

    Turn 2 ... booted out of Calais by a much larger French force; Wellesley killed and his whole army wiped out... :-)
    this is a lesson in why proxy wars are the way of the future in this mod, when dealing with France
    I haz a culler!! (really, who gives a darn? its totally meaningless, and it doesn't really accurately reflect who I am)


  20. #20
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: Risk_Version.II.--released--advanced campaign submod..

    Congratulations on the sub-mod!

    I would like to ask some questions:

    1-In the event there will be other playable factions in the future? You can add more units to create other factions?

    2-In "map_regions" Portugal does not have the right areas, why? You have reached the limit of the Regions (199)?

    3-In the squares of the city the flags of the factions are not complete, why?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •