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  1. #1

    Default Can I use some of your unit/building?

    May I use some of the things in your mod for my Roman/Medieval theme mod, tempoarily name the "World Mod". Some of the confirmed features of this mod include:

    Ability to recruit general
    More Terrain Advantage/Disadvantage
    Changes to the charge value of cavalry
    Missle will do more damage
    Major editing to unit att/def value (especially if I decide to add Medieval unit)
    A guild (special advantage) that can be built for a huge sum of denraii for different faction. (e.g. Power of Mercenary for Carthage, Power of Men for Rome, etc)
    Increase the cost to make better boat
    If possible, make rebels a lot stronger.

    I'll list the some possible features later. Thanks!

  2. #2
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Can I use some of your unit/building?

    So do you intend to create a Chiv custom mod or what does this description and question mean? Cannot actually follow, sorry ...
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  3. #3

    Default Re: Can I use some of your unit/building?

    My idea is to create a Roman mod with Medieval units. As you built higher level building, you will get different Medieval units. So I am just wondering whether I can use some of the unit and building provided in this mod. I hope this post will clear things up. Thanks.

  4. #4

    Default Re: Can I use some of your unit/building?

    Well, can we have some more details about you mod please? I dont mean just the concept, but progress as well. Do you have something to show allready? Do you have a map? Have you done any scripting/coding? Do you have a subforum somewhere, or a website?

    Its just important to know to whom exactly we would be contributing our work to.
    Chivalry - Total War I Settlement Plans and Buildings Dev...
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  5. #5

    Default Re: Can I use some of your unit/building?

    Things that I have done is mostly in the export_descr_unit and export_descr_building

    Things that I have finsh or working on:

    Base of Mod ------- Finish
    Recrutitable Genereal --- Finish
    Major Changes to Boat ---- Finish
    Guild ------- Mostly Finish, the inner working is completely finish, but I am still using the epic stone wall picture for the guild now
    Faction Specific Guild ---- Work in Porgress (Implment the Roman (Power of Men), and Carthage (Power of Mercenary), still thinking of ideas for other factions)
    Terrain Effects ------ Work in Progress (Roman = adaptable, Barbarian = Forest and Snow, Eggypt = Hot climate, Greek = Flat terrain, etc)
    Missle Damage/Unit Def/Att values ----- Scheduled for November, change it for some phalanx unit already. The overall idea is that it will increase the effects of flanking, increase the effect of fatigue, and increase the use of shield.
    Loyalty ----- Scheleduled for November

    I don't think I can show anything yet as most changes now is in export_descr_unit and export_descr_building.

  6. #6
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Can I use some of your unit/building?

    Quote Originally Posted by danielmau
    Things that I have done is mostly in the export_descr_unit and export_descr_building

    Things that I have finsh or working on:

    Base of Mod ------- Finish
    Recrutitable Genereal --- Finish
    Major Changes to Boat ---- Finish
    Guild ------- Mostly Finish, the inner working is completely finish, but I am still using the epic stone wall picture for the guild now
    Faction Specific Guild ---- Work in Porgress (Implment the Roman (Power of Men), and Carthage (Power of Mercenary), still thinking of ideas for other factions)
    Terrain Effects ------ Work in Progress (Roman = adaptable, Barbarian = Forest and Snow, Eggypt = Hot climate, Greek = Flat terrain, etc)
    Missle Damage/Unit Def/Att values ----- Scheduled for November, change it for some phalanx unit already. The overall idea is that it will increase the effects of flanking, increase the effect of fatigue, and increase the use of shield.
    Loyalty ----- Scheleduled for November

    I don't think I can show anything yet as most changes now is in export_descr_unit and export_descr_building.
    Well, good luck with this mod ... however, honestly it sounds like a fantasy mod, if you intend to merge roman/carthaginian-times with medieval time units. If you have something published and have provided some descriptive screenies, and we can see that it appears like a proper mod, then it might be possible that we can contribute some material ... btw., i would try to get help from some other quite experienced modders to getting soon another view on your plan, this can always be helpful, if you know what i mean.
    #Anthropocene #not just Global Warming but Global Disaster, NASA #Deforestation #Plastic Emission #The Blob #Uninhabitable Earth #Savest Place On Earth #AMOC #ICAN #MIT study "Falsehoods Win" #Engineers of Chaos
    #"there can be no doubt about it: the enemy stands on the Right!" 1922, by Joseph Wirth.
    Rightwingers, like in the past the epitome of incompetence, except for evilness where they own the mastership.
    #"Humanity is in ‘final exam’ as to whether or not it qualifies for continuance in universe." Buckminster Fuller
    Any chance for this exam? Very low, because the established Anthropocentrism destroys the basis of existence.
    #My Modding #The Witcher 3: Lore Friendly Tweaks (LFT)
    #End, A diary of the Third World War (A.-A. Guha, 1983) - now, it started on 24th February 2022.

  7. #7

    Default Re: Can I use some of your unit/building?

    I will try to provide screenshot as soon as possible, but there will not be too much change. Most of the change is underlying, such as adding new building, and changing the way the battle and the campagin map work.

    The idea of merging Roman unit with Medieval unit is to try to have some type of technology race. I have considered adding some unit in between to make the transistion smoother, but it will make both imporatant periods with less unit, so i decide to just make the change directly. In the original game, you can win even without the top technology (building), however, I want to change it so that staying advance is actually important. Slacking building/technology will actually make the empire collapse. By merging them together, I am trying to balance the emphasis on both the battle map and the campaign map. My idea is that not only battlefield strategy and number of men determine the success of the empire, but the technology, and the happiness of the population (a set number of population is needed to get into Meddieval period) determine the overall success as well.

    Just an little update on the progress, the possibility of adding loyalty is getting smaller as I find that it's actually very difficult to implment them without any troubles.

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