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Thread: Jerusalem Rising Submod Alpha for Broken Crescent - Released

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  1. #1

    Default Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Jerusalem Rising is an ambitious project based around overhauling and improving the Kingdom of Jerusalem. I am currently mulling expanding it into a bigger Crusades mod after this is done. Visit the forum for this mod in the submods section to discuss its development (http://www.twcenter.net/forums/showt...d-for-BC-2-3-2). But today after months of hard work, I have readied for you an Alpha release. The mod is far from done, but you can get a little taste of it with this release.

    Alpha Features

    Superficial Changes

    • Changes to unit voices. The faction's voice "accent" has been adjusted to the "Antioch" accent from the vanilla Crusades campaign. The main French accent that was assigned to KOJ in BC was inappropriate, it was kind of weird to see KOJ units making references to France every time they talked. So that is why the "Antioch" accent has been implemented. This only works during battles however, I'm trying to adjust it for the strat-map too.
    • New campaign strat map music. I felt a lot of the current tracks that played on the strat map were rather stale and so I have already implemented some new tracks. These include some great Latin/Gregorian chants and instrumental tracks.
    • New models and textures for all KOJ Templar units. A new model for Dismounted Knights of Jerusalem.


    Gameplay Changes

    • Templar Order stations are now available in every town/city. However, you can only build either a Templar Order station or a Hospitaller one.
    • Templars no longer get liquidated in 1307. So yes you can use them throughout the campaign.
    • Cleaned up Jerusalem recruitment lines in EDB. Before unit lines looked messy with duplicate entries, now they look clean.
    • Got rid of AOR for this release. I plan on making a separate EDB file with AOR as a separate download for players interested in that.
    • Turns per year on the strat map have been increased to four in order to make the campaign longer.
    • Dismounted Knights of Jerusalem have been converted to mace-armed infantry. They also have a shield-wall ability. Templar Sergeants and Dismounted Templar Knights have swords as secondary weapons.
    • Crusader Sergeants are now available at forts instead of cities, you do not need Mediterranean Trader anymore to get access to them.
    • The campaign starts with a Templar Grand master complete with his own unique strat-map and battle model. This first Grand master will be Odo de St. Amand, historically he was the Grand master in existence at the time the BC campaign starts. If he is killed the next Grand master who historically came after him, will spawn and so on and so forth. You will receive an event notification when a spawn occurs and you can get up to 17 of these Grand masters. They are basically the last 17 Grand masters of the Order.
    • 2 New units: "Templar Veterans" and Bodyguards of the "Templar Grand Master". These are very powerful OP units. You will only have access to these units with the spawning of a Grand master, so use them carefully.


    Some Screenshots:


    new and improved Dismounted Early Templars


    Templar Grand master with Bodyguard


    new and improved Templar-Brothers


    the Templar Grand master on the strat map

    Some Important Notes

    • Jerusalem is hugely important and it is critical that you control it. If it is captured you will lose access to the next Templar Grand Master and his powerful veteran troops that will spawn. If used properly these troops can change the course of entire battles for you so ensure you have access to them by holding Jerusalem at all costs.
    • Again each year now takes four turns, however character aging has not been calibrated for this yet. This will be fixed in a later release.
    • The installer for this mod will overwrite your BC installation. If you want to restore BC, just backup your data folder.


    Credits


    -The Rusichi team for their beautiful horse models.
    -The BC team for their awesome mod which is the foundation of this mod.
    -MikeGolf and Withwnar, two cool dudes who helped me immensely with scripting and coding for this mod.
    -Anyone else I forget .

    Download Link:

    http://www.mediafire.com/download/kttwxrqvtrbgs7h/Jerusalem_Rising_Alpha.zip
    Last edited by 0TheLastTemplar0; January 06, 2014 at 11:15 PM.

  2. #2

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    As this is an Alpha release it is far from perfect. I expect there to be bugs as I haven't thoroughly play-tested it yet. So please notify me of any bugs. I am keen to know if the horse animations, the building recruitment changes, the new music and the grand master spawn system work properly. I know for a fact the first five GMs spawn properly, so I'm optimistic that the script for the most part works.
    Last edited by 0TheLastTemplar0; January 05, 2014 at 01:58 AM.

  3. #3

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    There was an issue with the file, please re-download.

  4. #4
    Aragorn1963's Avatar Biarchus
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Templar, thank you for all your work. Haven't time today to play the whole mod, but at least I can say those horse animations work fine and look superb. Well done!

  5. #5

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Superb work!
    Well done!

  6. #6
    disorder's Avatar Libertus
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Hey this looks amazing, the thing is what directory am i suppose to put it in?

  7. #7
    disorder's Avatar Libertus
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    I have my Broken Crescent intalled into my program files (x86). Do i install Jerusalem Rising into the mods folder?

  8. #8

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Just install it into your broken_crescent_kingdoms folder, which is within the mods folder. But backup your BC data folder incase you want to restore your BC installation.

  9. #9
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    very good job and +rep for your work

  10. #10

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Thank you all for the positive feedback and for trying the Alpha release. I hope you all continue to support me in this endeavor and you will also contribute to this mod's development with your much valued ideas and skills. Happy gaming .

  11. #11

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Good job!

  12. #12
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Very nice work! Keep it up.

    Under the patronage of m_1512

  13. #13
    disorder's Avatar Libertus
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Thank you @0ThelastTemplar0 for the instructions, it worked like a charm. I was wondering maybe if you could somehow in the future add some sort of event script in where you can chose the Templars to convert to paganism, to my understandng that was the main reason the Templars were wiped out. They began to worship Baphomet.

  14. #14

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    The Templars were wiped out because Phillip of France needed money and nobody was likely to object, as the loss of Acre ended their significance in both the west and east

  15. #15

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Quote Originally Posted by DaysBefore View Post
    The Templars were wiped out because Phillip of France needed money and nobody was likely to object, as the loss of Acre ended their significance in both the west and east
    That still leaves us with the Hospitallers who after the fall of Acre in 1291 moved to Cyprus and then later to Malta where they did some pretty significant damage to the Ottomans.

    So hopefully LastTemplar will now work on the Grand Master of the Order of the Hospital of Saint John of Jerusalem, man that is a mouthful.

  16. #16

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    This is one bad Mo Fo!!!! (see below)
    Spoiler Alert, click show to read: 
    Here is the ancillary description:
    Here is the trait description:

    And lastly, here is an image of hopefully what will be seen in the future thoughout the lands of the Broken Crescent Realms.......
    Last Templar, the only thing I did so far was to add in the custom portraits and move the trait in the campaign script to where it would be at the top so everyone could see the Templar Commander trait right away.

  17. #17

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    <<So hopefully LastTemplar will now work on the Grand Master of the Order of the Hospital of Saint John of Jerusalem, man that is a mouthful.>>

    I'm already on it. . Share your thoughts on the development thread guys.

  18. #18

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    One more thing, can somebody confirm if the new music works properly?

  19. #19
    Aragorn1963's Avatar Biarchus
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    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Quote Originally Posted by 0TheLastTemplar0 View Post
    One more thing, can somebody confirm if the new music works properly?
    I haven't heard any Gregorian music yet. And I would have noticed, I think, since I love that kind of music.
    Last edited by Aragorn1963; January 10, 2014 at 05:47 AM.

  20. #20

    Default Re: Jerusalem Rising Submod Alpha for Broken Crescent - Released

    Quote Originally Posted by Aragorn1963 View Post
    I haven't heard any Gregorian music yet. And I would have noticed, I think, since I love that kind of music.
    In your next release you may want to remove the very long pieces of music and and mp3s that only 3-4 minutes in length, that way they will cycle through faster. If I remember correctly, there was one mp3 that was 11 minutes long. I could very well be mistaken but I have no way to verify that at this time.

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