Woah, this sounds amazing and so very promising. I'm so excited now!
Woah, this sounds amazing and so very promising. I'm so excited now!
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Oh em gee!!! This really is a huge news for the M2TW modding community!
So many new possibilities will be possible because of this!
From reading urs and everyone's posts, it seems increasing the default hardcoded
faction, culture and religion limits will be possible as well, is this true?
A couple of questions:
Will it allow for more than 20 units to be controlled directly.
Will it allow for more cultures and stuff?
And before you start modifying it in earnest you should poll users about their computer specs, since we would want to see it run on our comp as well. Lets keep our fingers crossed for Med 2.5 Total War.
Except a few things (multicore and rendering), as I said, almost everything can be accomplished.
The launcher/patcher I made for this purpose will be completely cross-platform compatible. At present it's probably not because I've been testing it only on my PC but I'll make a great effort to adapt it to every possible computer configuration. Mods will not be forced to change their files or whatever else in order to make it work. You just need to run M2TW: Kingdoms with my launcher instead of double-clicking the executable file. That's all.
No, it's not me. But larger soldiers is quite a simple task to achieve (once you spot the error message that is being thrown into the log file, you just need 2 minutes to find the right instructions and change them accordingly)... so I'm not really surprised about the fact that someone, before me, did that.
Last edited by Zarathos; May 18, 2014 at 03:27 PM.
good to know.
Last edited by Maegfaer; May 18, 2014 at 04:28 PM.
This is definetely groundbreaking! One man units are what Im looking forward the most. Now we can have Sauron as infantry instead of Elephant so he can have some shield defense against projectiles. Fantasy mods would benefit greatly from this. Looking forward to this release as soon as you have something solid to release.
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The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
I'm curious if some of these things are possible:
- Being able to either spawn a unit with a hero/normal unit ability or resurrect a dead unit with a hero/normal unit ability while in battle?
- Allowing Elephant unit heroes to use projectile abilities (currently causes the game to crash when they use it)?
- Can an archer unit to be set to use their ranged attack in melee? I ask because this seems like the most logical way to create a suicidal kamikaze unit, something I have been desperately trying to do for a long time.
- Enabling certain types of units to move through collision or otherwise impassible terrain. Would greatly help flying units.
Great news!
I hope you succeed in your project.
In the current official engine any unit can pass through collisions, only projeciles will be stopped on it.
Yes, creating a new unit type besides, elephant, cavalary and infantry etc then making it able to pass through blocked pathfinding would be the path to flying units. I suppose it is possible but unfortunatelly too diffiult, all these changes could take years to a single man to do.
Guys, dont forget that Zarathos only patching memory, not remaking game engine. The easiest he can do is remake limits such as EDU, culture, hr, factions, EDB, regions, religions limits.
Will you be able to launch with steam and CD versions? Are you thinking of saving additional game info to original file or have a separate file for the additional functions like Skyrim Script Extender (SKSE)? (http://skse.silverlock.org)
Amazing job! I can't wait to see what you guys will crank out next with this new innovation!
This does look amazing. There's an Artifex badge in your future.
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