THE WOLF, THE EAGLE AND THE CREBAIN SUBMOD for TATW. Version 1.1 RELEASED 23/10!
This is another new animation I will include. Once again, NOT CREATED BY ME. Undying Nephalin created both model and animation for his Hyrule mod. I just managed to put them in a working animation pack for TATW with his allowance. Once again the aim is to give more flavour to the evil factions which I always thought could use some help. Crebain were basically spies of Saruman but if we stretch the lore just a bit it is not hard to imagine them being used in the field of battle (even if just to harass the enemy a la Hitchcock ) Since I always thought Dunland lacked something unique I decided to add them. They could also go to Isengard, you may ask, but Isengard is already one of the coolest factions. Well, you can add them to any faction you want ot just avoid them completely. It is up to you to decide.
So this is the last (or maybe the latest) animation I will include in this new animation pack. Once again, NO MATERIAL CREATED BY ME. All credits to Kolwen for the eagle model and texture and alreadyded for the eagle animation.
add these entries in the export description unit file:
Spoiler Alert, click show to read:
"type eagle ; Great Eagle
dictionary eagle ; Fly
category cavalry
class heavy
voice_type Heavy
banner faction main_cavalry
banner holy crusade_cavalry
soldier Elephant_Crew3, 6, 1, 10
mount great_eagleA
attributes very_hardy, can_withdraw, power_charge, mercenary_unit
move_speed_mod 0.5
formation 20, 20, 30, 30, 2, horde
stat_health 2, 2
stat_pri 35, 15, no, 0, 0, melee, melee_simple, piercing, none, 15, 1
stat_pri_attr area, ap
stat_sec 35, 15, no, 0, 0, melee, melee_simple, piercing, none, 15, 1
stat_sec_attr area, ap
stat_pri_armour 30, 0, 0, metal
stat_sec_armour 30, 0, metal
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 20, disciplined, untrained
stat_charge_dist 120 ; fly
stat_fire_delay 0
stat_food 60, 300
stat_cost 6, 2000, 450, 100, 400, 5000, 6, 700
armour_ug_levels 2
armour_ug_models Elephant_Crew3
ownership egypt, mongols, saxons
era 0 egypt, mongols, saxons
era 1 egypt, mongols, saxons
era 2 egypt, mongols, saxons
recruit_priority_offset 100"
You can add the text info for the eagles too in the export_units file:
Spoiler Alert, click show to read:
"¬----------------
{eagle}Great Eagles
{eagle_descr}The Great Eagles are said in to have been "devised" by Manwë Súlimo, leader of the Valar, and were often called the Eagles of Manwë. They were sent from Valinor to Middle-earth to keep an eye on the exiled Ñoldor, and also on their foe the evil Vala Morgoth. The king of these eagles was Thorondor. In the Third Age, Thorondor's descendants Gwaihir and Landroval lived in an eyrie to the east of the Misty Mountains in Wilderland.
{eagle_descr_short}Powerful Giant Eagles
¬----------------"
This version adds 3 new animations. As usual, NOT CREATED BY ME. I basically made them compatible with TATW. They are a 2handed sword animation for the elves, a different new evil infantry animation, both thanks to warman222 and a dual wield sword animation, thanks to Briarius. All credits to them.
Spoiler Alert, click show to read:
Just paste the folders as usual and this time, since we are only adding new animations just need to change the lines for the units you want the new animations to be added. The instructions for the other units (wolf, eagle, crebain) remain the same and always remember to change the moria-halberdiers entry as usual.
to have the new elven animation replace the animation lines with these entries:
I would suggest you guys to do the same as I did in my own personal mod and restrict the evil and elf animations to elfs and orcs to give the different races more identity.
The hasharii will have an invisible sword in the right hand. That model needs to be rerigged. I would appreciate if anybody could do it, pls. Since the models themselves wont be touched and will remain intact I believe permissions arent even necessary.
The animation for the Moria halberdiers got bugged during the repacking (dont know why), this is why you have to replace it with the dwarven pikemen one. Dont worry they are basically identical and once you replace it, the moria guys will work just fine. Always remember to apply the fix as per instructions:
Spoiler Alert, click show to read:
replace the original moria halberd entry in the models file with this entry"13 moria_halberd
Everybody is free to use the animation pack in whichever mod as long as it is fine with the original creators. Just remember to credit me for the compilation and most important the original creators for the models, textures and animations. Have fun!
Last edited by paradamed; November 09, 2012 at 08:26 AM.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
Thanks and pls rep Briarius and The Holy Pilgrim. Initially I thought about adding them to the Orcs of the Misty Mountains to make them more interesting. The code I used add them to most of the evil factions and the slave faction in custom battles. I thought it would make it easier for people who wanted to add them. Anyway, I will let whoever downloads the submod decide where they fit best. I would like to have some feedback from you guys about the lore, pls. I would like some feed back on stats too, pls. Im basically using the same stats Briarius used in his amazing mod. I forgot to say they lack unit cards. If anybody would pls make the cards it would be just perfect. I didnt use the ones created by Briarius because they fit his mod but not TATW style of cards.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
Nope. I just included the wolf animation. I thought it would take some modelling skills to add the animations to the existing units so I chose not to add them. I can try to do it and post it here later on. Do you guys know if I can just use them to the existing units wihtout needing to rerig the models?
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
I tried to add the dual wield animation but I couldnt get it to work. The game would crash on start up. I think it is probably a conflict between the text structures of Briarius animation and the vanilla TATW animation. Both share structures in common which is causing some packing problem to the packer Im using. Maybe THP can do it since he already has much more experience in the issue.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
Thanks guys but I only needed to have a lot of patience. The real heroes are modders like Briarius which manages to keep an old engine like M2TW always fresh with his impressive animations. There is more to come. Im only waiting for a few permissions to post new stuff. I also need some feedback to know if you guys found any other bugs, pls.
Last edited by paradamed; October 19, 2012 at 11:25 AM.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
Re: The wolf project for TATW. new preview (crebain) 19/10
I would like some opinions about recruitment, etc. For example, while I think it is more fitting that wolves should be part of rebel factions and wargs part of the evil factions, I think adding the wolves to the orcs of MM and Gundabad would spice things up for those factions. So, what kind of recrutiment pool would be more fitting for the wolves? Forests? Mountains? I also would like some opinions on the crebain. In my own personal version Im restricting then to DUnalnd to add more uniqueness. They are coded as wardogs so any infantry that has only one weapon can have them as a secondary addon. Right now Im restricting them to the general bodyguard and the Isenmach axemen. It works pretty fine with MOS and their Dunland script. Once you unlock Isenmach axemen you will have them with the crebain which will make it more rewarding. I also wanted them to be added to the general so it would bring some uniqueness and would avoid becoming too common in the early turns. Since there arent so many generals in the beginning, the player would have a neat feature from the start with the possibility to increase it after the Isenmach axemen are unlocked. Even thought the crebain supposedly fly in huge numbers restricting them to few units would make them more unique. They could easily be added to most of Dunland units which visually would look cool but would diminish their appeal. I would also like to recommend you guys to use this mod with the latest G5 ai (I havent noticed any crashes in my version but if you use any other formation than horde formation it can cause instability).
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
Re: The wolf project for TATW. new preview (crebain) 19/10
Crebain can attack. They act the same way as wardogs with a beautiful animation. So they are attached to an infantry unit. They are the same hawks Undying Nephalin created for his Ordona faction in HyruleTW and then I asked for them and he allowed me to use them. If you havent played Hyrule you definetely should. That mod is a masterpiece. Neph is a very talented guy, he pretty much created almost 100% of his mod. The same as Briarius. Not trying to look down on other modders but some modders like KK, Briarius, Undying Nephalin, alreadyded really keep this old engine fresh with all their innovations. If it weren't by modders like them I would have lost interest in M2TW ages ago. These guys are like one man armies. Ok, back on topic. Im just waiting for another permission and you will be able to check the "crebain" for yourselves. Basically they can be added to any infantry unit. Just need to make a conversion to handler type via edu.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE