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  1. #1
    Hetairos's Avatar Roma Surrectum II
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    Default Applying to Contribute

    Hi Selea and community

    I haven't had the chance to catch you lately. I would like to apply to contribute to Divide et Impera. As many already know, there is a naval overhaul and siege overhaul waiting to be included from my former sub mod for Divide et Impera.

    So here a few things I could contribute:

    - Interest in the World of Antiquity

    - Naval Overhaul (could be implemented for 0.9 already)
    - Artillery Overhaul (could be implemented for 0.9 already)
    - Deployables Overhaul (could be implemented for 0.9 already)
    - Siege Equipment Overhaul (could be implemented for 0.9 already)

    - Historical research and modders-network (I gained a lot of resources over the course of time and made some good friends around the modding community, which is always a plus)

    - Fine tuning (since we soon reach v1.0 there will be still quit some work to do, but it will definitely be more a work of fine tune. I would gladly work on single aspects and improve and polish it for the entire game, an example of such a focused and detailed work could be working on a project about the line of sight for battles and tweak how its affected by weather, how well units can hide, how well units can scout and so on. the point here is that even such little details take quiet some amount of serious time to make it right.)

    - Polishing: I've also spotted some mistakes in the db here and there (which is normal when we speak about a mod of this scope) which I could correct or point out

    - Buildings Concept (one of the things amongst the campaign effects that I've worked on recently)

    - Icons (as an example if a complete buildings concept is done, I could do new icons (3D preferably ) on photoshop)

    - Alternate concepts that might be of interest (as an example, i know that in every single mod out there missiles is a big topic, in my own mod I found out a pretty solid way of how to balance missiles and avoid the "tanking" mechanic. That way the important factor of missiles will be not how much damage they deal over the course of time, but how accurate they are and how easy they are to be blocked. The effect is that there are constant drops of equal number of men (right from the first volley). How I did it? I gave all projectiles a AP damage only and this damage was set to exceed the HP of units completely (so to speak all hits are deadly). now, to make it work with the kill rates i balanced the "missile block chance" of shields, armor, movement stance, mounts etc. in that way strong and big shields/armour will be able to block missiles better than small ones (so to speak we can finally celebrate constant killing rates) . also fast moving targets will take very few casualties, hence horses can operate quiet freely without being annihilated. elephants will sustain a solid amount of javelins and rather rout first before dying. so to speak its all about the missile block chance and accuracy rather than damage vs hit points, since if damage is applied it will be always lethal).

    - and last but not least, apparently I am but so eager to modify the campaign map once we get our hands on campaign editing tools

    Cheers
    Alec

    PS: I wrote this in the forum section so people can share their opinions as well. If anyone doesn't want me to contribute it's good to tell it here as well. It's also fine if you want to finish the mod first and see afterwards what can / should be done and if help is needed. I am just tired to work on my own mod alone and do everything from scratch. So I thought I throw my application into here and see how it goes.
    Last edited by Hetairos; May 11, 2014 at 08:27 AM.

  2. #2

    Default Re: Applying to Contribute

    Well i know i enjoyed your AAW submod after you left i had to use the naval work that was based of yours i also canibilised your mod for your artillery and for your file for destructable objects( amazing how little things make a big difference to immersion lol..

    Heroes Hordes & beyond The official submod of KGCM (click the sig)

  3. #3

    Default Re: Applying to Contribute

    I hope DeI take your proposition seriously and at least try you
    You seem like an over-enthusiast modder full of energy and I'm pretty sure you would really benefit DeI if you can fit in!!!

  4. #4

    Default Re: Applying to Contribute

    never tried your work but if it adds to the realism and functionality of the mod then i'd be happy to see it make its entry

  5. #5
    Hetairos's Avatar Roma Surrectum II
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    Default Re: Applying to Contribute

    Thanks guys. About if I would fit in: I agree with pretty much all aspects of DeI.

    There are about 4 topics where I would propose relatively significant changes though.

    1.) The already mentioned alternative to missile mechanics: Remove the "tanking ability" by making all projectiles AP exceeding HP (will not affect close combat at all) and than adjust accuracy and missile block chance from shields and armor. The effect as to be seen in my mod would be constant kill rates from the first volley until the last / no tanking, but just block or die / difficulty to kill units from distance due to accuracy penalties, but easy when having a clear line and being close / difficulty to hit moving targets which brings some kind of immunity to missile fire for charging and running horses, can make elephants pretty immune to die form javelins, but rather rout first instead of staying and die.

    Can be implemented with relatively low effort.

    2.) Historically accurate unit numbers, ranks, spacing and mounts: the most prominent change here would be to give the horse units 200 men/mounts (just like the Hetairoi/greek squads of 200, Roman cavalry usually had 150, some thracian cavalry units had 200 to 150, etc.). Its a simple change, but extremely useful.

    The effects of increased horse numbers for example:

    - Recruit 1x unit of 200 instead of 2x units of a little bit of half (90/110/... in DeI) of the units numbers and you get one unit spot for free to fill with either more infantry or more missile units.
    - apparently you will gain a more epic and longer battleline due to more infantry units
    - cavalry units will be less micromanaging as there will be only one large unit than two small to command.
    - charges will be more focused, you can't charge into the entire back of battlelines but only into chosen links of battlelines, which adds more value to charges and hence more immersion.
    - you can afford cavalry units to lose men more if they have 200 mounts as well than two times 90/110/... losing 50 mounts on the smaller units is more devastating than loosing 50 of a 200 horse unit. Also routing will be less of a problem.

    Other changes would be to give artillery more guns and men, but nerf their accuracy. Make the prima cohors or eagle cohors to use 480 men, the seleucid agema cavalry 300 mounts etc. Give the pike phalanx its original 16x16 syntagma square or at least 8x32 (half syntagma) than give hoplites their 8 to 10 ranks deep depending on which faction (Athens deployed in 8 ranks usually). Than give horses 8 ranks like the macedonians did. Speaking of formations I would tweak some of the formation abilities as well and make the phalanx attack with 4 rows instead of 3, make a copy of shield wall and tweak it to be the new movable and adjustable (ranks) testudo, and when it comes to speak about repel cavalry I would use the square formation so they defend from all sides and not just from the front (at least thats how i imagine to defend as cavalry as they can just surround you if you protect from front and attack the flanks and rear.

    Takes a while, but once implemented its there!

    3.) I would like to recruit regional units like in RSII. Which means a unit is not Phalangites, but Bottian Phalangites in the region where boetia is or katuchoi or allied phalangites when macedon recruits from athens. There are also phalangites from the chalkidiki region and many other enthicities around the entire map. This would be a rather heavier project, to work on over the course of time, linked to a lot of research as well, but in my eyes adds to unit diversity and immersion.

    4.) Luckily everything else that can be included in sub mods and who don't need to be maintained, such as me using greek names, adjusted faction, units colors to be more authentic, dirty and non saturated alongside with a complete new ui as well...

    I am not sure if those aspects above are welcome to everybody, but they definitely have their pro's.

    All other aspects I could offer are new and don't mess with existing features.
    Last edited by Hetairos; May 11, 2014 at 09:42 AM.

  6. #6
    Crappy's Avatar Civis
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    Default Re: Applying to Contribute

    Loved your old submods, and hope DeI takes you on!

  7. #7

    Default Re: Applying to Contribute

    Sounds great to me Alec. Sadly I have 0 power of decision here. I hope they accept your offer. I especially like the constant kill rates from missiles.

  8. #8

    Default Re: Applying to Contribute

    Best of luck alec i hope you make it to the team and make DeI even better.
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  9. #9

    Default Re: Applying to Contribute

    I would recommend PMing this to Selea. Most of us have our heads down trying to finish up 0.9 so I don't know if your application will be addressed before then.

    However, after 0.9 (and especially after 1.0) there are definitely areas of the mod that will still require work and improvement.

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  10. #10

    Default Re: Applying to Contribute

    Dresden, nice to hear from you, looking forward to your 0.9 release.

    And good luck to OP

  11. #11

    Default Re: Applying to Contribute

    It would be great if alec joined the DeI team, it could only result in the mod getting better than it already is.

  12. #12
    Tiro
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    Default Re: Applying to Contribute

    Hopefully you get in, would love to see your work added!!

  13. #13
    Hetairos's Avatar Roma Surrectum II
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    Default Re: Applying to Contribute

    Thanks everybody for the support, good to see all the familiar faces from AAW for DeI times back again.

    I am sure once all of the DeI team has seen this post, we might have a talk over steam chat or so. So we will see how it goes.

    Cheers

  14. #14
    Zonac's Avatar Miles
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    Default Re: Applying to Contribute

    I wish you all the best alecwermuth! Enthusiasm is allways appreciated in times like these i believe.. Therfore: The more, the merrier!
    I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
    Alexander the Great

  15. #15

    Default Re: Applying to Contribute

    Good luck Alec. Tried a little bit of your work, and I must say I was quite impressed and pleased with it. If this works out, then I can't wait to see the results. Best wishes ;D

  16. #16

    Default Re: Applying to Contribute

    I really like your mods, Hope you get into the DEI team!

  17. #17

    Default Re: Applying to Contribute

    I like your work and think you'd be a good fit. Best luck.

  18. #18

    Default Re: Applying to Contribute

    You got my vote!

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