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Thread: End of Antiquity Campaign: The First Crusade (612 - 710)

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  1. #1
    Caudillo87's Avatar Semisalis
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Quote Originally Posted by Heathen Storm View Post
    Great stuff! Been checkin out your unit previews and they look awesome! However, one question; will there be more variation in the units?
    For which faction? And for what unit? Roman units displayed are guard units so they are armored by the state. For the Persians I can do only so much because of the availability of more than one example, but I will try to add more variety if I do some more research. It will make me go back again and redue everything but if you guys wait I can come up with something.

  2. #2
    Heathen Storm's Avatar Where's my axe?
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Quote Originally Posted by Caudillo87 View Post
    For which faction? And for what unit? Roman units displayed are guard units so they are armored by the state. For the Persians I can do only so much because of the availability of more than one example, but I will try to add more variety if I do some more research. It will make me go back again and redue everything but if you guys wait I can come up with something.
    If it was intentional then no worries mate It looks as if there is only one face though... Do you use more?

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  3. #3
    Caudillo87's Avatar Semisalis
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    No worries it's always good to have some criticism. There are five faces per unit. As for the bodies I try to change it up but I figured that at least the guard units would have some uniformity. And the Persians are so hard to find examples I have to wing it most of the times.

  4. #4
    Heathen Storm's Avatar Where's my axe?
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Quote Originally Posted by Caudillo87 View Post
    No worries it's always good to have some criticism. There are five faces per unit. As for the bodies I try to change it up but I figured that at least the guard units would have some uniformity. And the Persians are so hard to find examples I have to wing it most of the times.
    Sounds good, they look fabulous and I agree about the uniformity of guards.

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  5. #5
    Caudillo87's Avatar Semisalis
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Thanks Athonius, I got a hold of Byzantium Beyond the Golden Gate and I have a few more ideas on how I can add variation.

  6. #6

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Great work Caudillo87


  7. #7
    T&D's Avatar Vicarius
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Great work teamie cannot wait for release holmies!!!!
    Will rep ofcorse.

  8. #8

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    update?

  9. #9
    Caudillo87's Avatar Semisalis
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Sorry everybody, this past week I have been an invalid due to the chronic headaches I have been suffering and the heat in So Cal hasn't helped out at all. I hope to resume working on my mod very soon but I have accomplished a lot since the first post so please be patient with me .

  10. #10
    Heathen Storm's Avatar Where's my axe?
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Quote Originally Posted by Caudillo87 View Post
    Sorry everybody, this past week I have been an invalid due to the chronic headaches I have been suffering and the heat in So Cal hasn't helped out at all. I hope to resume working on my mod very soon but I have accomplished a lot since the first post so please be patient with me .
    Heey you're in So Cal?! I'm in Nor Cal!
    Anyways, can't wait to see more work! I know exactly how you feel, two weeks ago I was knocked out by some mystery sickness. Hope you feel better mate!
    Last edited by Heathen Storm; September 19, 2012 at 01:02 AM.

    Proud mod leader, modeller and public relations officer of Heiðinn Veðr: Total War


  11. #11

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Quote Originally Posted by Caudillo87 View Post
    Sorry everybody, this past week I have been an invalid due to the chronic headaches I have been suffering and the heat in So Cal hasn't helped out at all. I hope to resume working on my mod very soon but I have accomplished a lot since the first post so please be patient with me .
    aint that the truth? It's been hot as hell here in So Cal.

    Anyways the mod looks really wonderful, and good I look forward to being able to play at some point in the future.

    http://www.twcenter.net/forums/showt...-of-Aggression- An Age of Aggression- my Skyrim FF







  12. #12
    mayotte's Avatar Civis
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    OMG... dude its amazing!!!!!!!

  13. #13

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Looks awesome can't wait.

  14. #14
    T&D's Avatar Vicarius
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Don't worry Caudillo cure yourself.

  15. #15
    paradamed's Avatar Praepositus
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    This mod looks fantastic. We still dont have a mod that cover that time frame not the specific geographic area.

  16. #16
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    whow, just discovered this mod - really impressive and colourful
    like the concept very much

  17. #17

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Good luck with the mod. It may be better if you do not add extra factions for now, the conflict is one between the Romans, Persians and Arabs, though you could have a couple of units of Armenian mercenaries or something from around that region. It would be interesting to have the Sassanid Horse Temple and/or the True Cross featuring somehow in the mod. Perhaps their loss should lower diplomatic relations or cause a war but maybe something more like a morale boost to the enemy faction. Also presumably there will be a rebel faction and hopefully some interesting rebel units for the Armenian, Ghassanid and Lakhmid region but preferably no factions as such. Conquering this part of the world as Serbs, Armenians, Ghassanids, Hephthalites, etc sounds mad. I would also throw in the idea of asking for units/skins from other mods for now (e.g. from the Great Conflicts) and later make new ones if you have the inclination.

    +rep

  18. #18
    Archagetes's Avatar Libertus
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Well, it think there should be in any case more than those 3 factions you mentioned but at least also the Langobards, the Awars, Chazars and maybe also the Bulgars.
    They were also factors you had to think about before going into war. You cannot simply move your army to the east and leave your western borders unguarded.

  19. #19

    Default Re: End of Antiquity: The First Crusade (612 - 710)

    Yes, of course you are right. I was thinking the Langobards could be borrowed from the Great Conflicts and maybe the Avars could be borrowed Cumans from another mod. Together with the Arabs, that may be enough for a playable mod. I would hate to see this project stalled because of the Chazars or Bulgars or any other minor faction. Maybe an idea in the future would be to make a few of these exotic factions with maybe just one or two settlements and just 3-4 types of basic units as non-playable factions. Or better maybe as emergent factions should specific settlements rebel.
    Last edited by Geoffrey of Villehardouin; October 01, 2012 at 10:14 AM.

  20. #20
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: End of Antiquity: The First Crusade (612 - 710)

    koultouras has made a wonderfull Avar/Lombard king's helmet for that era!
    Look at his sig.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


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