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.





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