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Thread: Submod for Falcom Total War 3 [WIP]

  1. #241
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Thanks, mate. We're still slowly trudging along here.

    I have been watching that project very closely, and there are plans to add more religions. Here's the currently planned list, if anyone's interested:
    Spoiler Alert, click show to read: 
    -Roman Catholicism: Same as vanilla, but Catholics cannot build coffeehouses (a new building) until 1600.
    -Protestantism: Any Catholic faction can choose to convert in 1521. Converting will make you immune to excommunication and inquisitors and frees you from the pesky Pope, but you can't join crusades anymore. It will also make Pleasure Palaces unbuildable, but instead Protestants can build Bridewells and Houses of Correction (unique upgrades to the Law building chain). Protestant factions will also be able to build coffeehouses before the Pope gives it his blessing in 1600.
    -Eastern Orthodoxy: No special effects.
    -Coptic Orthodoxy: No special effects.
    -Sunni Islam: Same as vanilla. Of note is that the Moors will no longer have access to Hashishin guilds for historical reasons.
    -Shia Islam: Can join Jihads, but not declare them. Shi'ite factions can build Hashishin-related buildings whenever and wherever they want, unlike Sunnis.
    -Hinduism: Can build shrines with bonus effects (like the temples in Rome: Total War), in addition to temples that convert the populace to their religion.
    -Buddhism: No special effects for most factions. The Vietnamese will be able to build shrines, but can't upgrade their temples to the highest level.
    -Confucianism: Currently a work in progress.
    -Shintoism: Can build a shrine to Hachiman (+1 experience for archers and the ability to recruit yamabushi), or Bishamonten (cheaper retraining costs and the ability to recruit sohei).
    -Tengriism: Can build shrines.
    -Mesoamerican Polytheism: Can build faction-specific shrines.
    -Andean Polytheism: Can build faction-specific shrines.
    -Other: Vanilla heresy.
    I will be very happy if the faction and unit limits are broken. But if they are, I'll just ignore them until we get the first proper release out, since otherwise the mod would be in beta forever.

    EDIT: Some new additions were made to the Moorish roster. Here they are:
    Spoiler Alert, click show to read: 
    Mushud (levy crossbowmen): After some careful deliberation, the overpowered peasant crossbowmen are back!
    Spoiler Alert, click show to read: 
    Naqib (javelinmen): The naqib was a 200-man unit in Moorish armies. In-game, this translates to a larger than average unit size.
    Spoiler Alert, click show to read: 
    Midfa'iya (handgunners): Statistically identical to the generic guys.
    Spoiler Alert, click show to read: 
    Naffatun:
    Spoiler Alert, click show to read: 
    Zenati (mounted javelinmen): Granadine jinetes are back too. These guys are squishier than their Spanish/Portuguese equivalents, but move faster and aren't as expensive.
    Spoiler Alert, click show to read: 
    Abid al-Makhzan (mounted javelinmen): I felt that there weren't enough blacks in their roster, and this is to make sure that the Moors have better light cavalry than Spain and Portugal.
    Spoiler Alert, click show to read: 
    And I've decided to finally give the Romans crossbowmen: the tzangratoroi. One or two more Roman units might be added later.
    Spoiler Alert, click show to read: 
    Last edited by Metal.Pigeon; July 17, 2020 at 08:43 AM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  2. #242
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    A new standalone build was uploaded, mostly for development's sakes. There isn't as much new content to play around with, but I do hope someone has a look. Here it is.

    Changelog:
    Spoiler Alert, click show to read: 
    -Various balance changes, including consistent recruitment and upkeep prices and standardized recritment times.
    -Infantry with polearms have improved anti-cavalry capabilities, especially when braced against a charge.
    -"Short pike" units now have the "very long spears" attribute to make them better resist cavalry charges.
    -New units for existing factions: Musketeers (Western Europeans), Tzangratoroi (Romans), Rumat (Egypt), and Qadhifat (Egypt).
    -Two new factions: the Kingdom of England and the Moorish Caliphate.
    -New music for European, Middle Eastern, and East Asian factions. The Mongols and Japanese have their own music too.


    EDIT: The build I just uploaded was missing an up-to-date version of a very important file, which caused it to crash on startup. Here's the fix; just place it in the mod's "data\unit_models" file and you should be set.
    Last edited by Metal.Pigeon; July 24, 2020 at 09:50 AM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  3. #243

    Default Re: Submod for Falcom Total War 3 [WIP]

    how could i miss a new upload from this great mod! thanks!
    getting older

  4. #244

    Default Re: Submod for Falcom Total War 3 [WIP]

    new cards that are compatible with the new upload from above;downloadlink;https://mega.nz/file/xZZEGQLQ#oNVOz2...H1bdnQV79d2Lkc

    edit; now it schould be correct one,this was made from blood,sweet and tears lol

    i have to play late period only in custom battle
    Last edited by stevietheconquer; July 28, 2020 at 02:52 PM. Reason: ys
    getting older

  5. #245
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    I'm still hard at work. Hopefully at this rate, it'll be done by 2048.

    Here's a quick peek at Novgorod. They're a pretty balanced faction all around without any glaring strengths or weaknesses.
    Spoiler Alert, click show to read: 
    Town Watchmen:
    Spoiler Alert, click show to read: 
    Kopejshchiki (unique unit):
    Spoiler Alert, click show to read: 
    Krestyanini (unique unit): This unit gave me Third Age flashbacks. Dale was my favourite faction in that mod and are very underrated, in my opinion.
    Spoiler Alert, click show to read: 
    Otroki (unique unit):
    Spoiler Alert, click show to read: 
    Druzhyna (unique unit):
    Spoiler Alert, click show to read: 
    Ratniki (unique unit):
    Spoiler Alert, click show to read: 
    Varyagi (unique unit): This unit has a placeholder model.
    Spoiler Alert, click show to read: 
    Levied Hunters:
    Spoiler Alert, click show to read: 
    Luchniki (unique unit):
    Spoiler Alert, click show to read: 
    Dvor (unique unit): This unit has a placeholder model.
    Spoiler Alert, click show to read: 
    Urban Militia:
    Spoiler Alert, click show to read: 
    Samostreltsi (unique unit):
    Spoiler Alert, click show to read: 
    Ushkuiniki (unique unit): This unit is a mercenary unit that is the Russian equivalent of the European bandits.
    Spoiler Alert, click show to read: 
    Pishchal'niki (unique unit):
    Spoiler Alert, click show to read: 
    Streltsy (unique unit): Still a work in progress. Will be a lightly armoured arquebus unit.

    Pomostniki (unique unit):
    Spoiler Alert, click show to read: 
    Boyari (unique unit):
    Spoiler Alert, click show to read: 
    Vitjaz/General's Rynda (unique units): This unit is still a work in progress.
    Spoiler Alert, click show to read: 
    Vsadniki (unique unit):
    Spoiler Alert, click show to read: 
    Kazaki (unique unit): This unit is also a mercenary.
    Spoiler Alert, click show to read: 
    Bogatyri (unique unit):
    Spoiler Alert, click show to read: 
    Promyshlenniki (unique unit): This unit is also a mercenary.
    Spoiler Alert, click show to read: 
    Artillery Crew: The Novgorodians will have access to Ballistae, Trebuchets, Bombards, Mortars, and Culverins.
    Spoiler Alert, click show to read: 
    EDIT: Japan will be getting a few new toys because I felt like revisiting them after playing quite a bit of Ghost of Tsushima the past few weeks.
    Spoiler Alert, click show to read: 
    Wako: The East Asian version of the European bandits, which will be available for hire in Japan as well as on the Chinese and Korean coast. The model is a placeholder, but I don't think I'll be making an entirely new model anytime soon.
    Spoiler Alert, click show to read: 
    Ronin: A "Daito Samurai" unit was missing for a reason, and this is it. They'll be a mercenary unit available for hire in Japan, as well as a common rebel unit.
    Spoiler Alert, click show to read: 
    Hankyu Kihei: Japan's shortbow is finally here! This unit represents poorer samurai and mounted attendants and are a strict downgrade from their longbow-wielding counterparts in terms of range and power, but are much cheaper and easier to recruit. They're also Japan's only budget cavalry option.
    Spoiler Alert, click show to read: 
    New general model: This model will be used for generals and family members on the campaign map. I promise that it looks better in-game with alpha channels and a slightly further camera.
    Spoiler Alert, click show to read: 
    Last edited by Metal.Pigeon; August 31, 2020 at 05:44 PM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  6. #246

    Default Re: Submod for Falcom Total War 3 [WIP]

    Those hats seem a bit close to ashigaru helmets. Maybe if they're less pointy?
    The sandogasa would be a more iconic ronin/poor samurai "helmet"
    Still, nice unit. I think that's the only depiction of a hankyu in a total war game/mod.



    There's a wako model in the Asia Empires mod I think
    Last edited by IGdood; September 04, 2020 at 10:20 PM.

  7. #247
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Right now, they are actually wearing the same hats as the ashigaru (just smaller on the X-axis and longer on the Y-axis) and their models are a mix of the ashigaru and samurai. When more factions are done, I'll definitely go back and give them more unique armour and a better variety of hats, including the roningasa and torioigasa. Japan in general is a faction that I want to visually rework later down the road, especially the Sengoku-era models which I don't think are of the same quality as the Kamakura ones; the unupgraded ashigaru are my favourite of the bunch. I also just looked up the hankyu in Total War, and unfortunately, the only result was for a Shogun 2 mod that never had a release.

    Persia is currently being worked on, but in the meantime, here's the new Vietnamese general, which is admittedly a little out there as far as historical accuracy goes (the shield design is a Dong Son drum, which is both not a shield and from a few thousand years before the medieval period). Sadly, he still speaks Japanese.
    Spoiler Alert, click show to read: 

    Last edited by Metal.Pigeon; September 06, 2020 at 12:14 AM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  8. #248

    Default Re: Submod for Falcom Total War 3 [WIP]

    Any news about Incas?

  9. #249
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Sadly, not yet. They'll probably be one of the last factions to be completed, but I promise they'll have a more unique roster than in vanilla.

    Persia is here, courtesy of kingman1337 and Caudillo87, as well as some of sumskilz's work. Khwarezm was one of the most heavily requested factions in the suggestions thread, so they received some special care, including a new Persian-themed roster which will be shared with Delhi. Khwarezm/Persia proper is a heavy infantry and cavalry specialist with some access to elephants, although their missile units and light infantry/cavalry aren't quite on par with their western Islamic counterparts.
    Spoiler Alert, click show to read: 
    Adath (levy spearmen):
    Spoiler Alert, click show to read: 
    Piyadegan (medium spearmen): Shared with Delhi.
    Spoiler Alert, click show to read: 
    Daylami (heavy infantry): Unique unit. Throws javelins before charging into melee.
    Spoiler Alert, click show to read: 
    Tabardaran (heavy axemen): Unique unit. Slightly weaker than the tabardariyya.
    Spoiler Alert, click show to read: 
    Ray'at (javelinmen): Shared with Delhi.
    Spoiler Alert, click show to read: 
    Sa'aliks (levied archers):
    Spoiler Alert, click show to read: 
    Khalaj (medium archers): Shared with Delhi.
    Spoiler Alert, click show to read: 
    Charkh (medium crossbowmen; name still a WiP): Shared with Delhi.
    Spoiler Alert, click show to read: 
    Midfa'iya (hand gunners): Uses the generic Middle Eastern model for now; it'll be replaced if there are spare unit spots at the end.
    Spoiler Alert, click show to read: 
    Tofangchiyan (arquebusiers): Unique unit.
    Spoiler Alert, click show to read: 
    Naffatun: Again, uses a generic Middle Eastern model for now.
    Spoiler Alert, click show to read: 
    Mohajeman (light cavalry): Shared with Delhi.
    Spoiler Alert, click show to read: 
    Sarbaazan (medium cavalry): Unique unit.
    Spoiler Alert, click show to read: 
    Ghilman (heavy cavalry):
    Spoiler Alert, click show to read: 
    Mamalik (archer cavalry):
    Spoiler Alert, click show to read: 
    Dhiquan (heavy cavalry): Unique unit.
    Spoiler Alert, click show to read: 
    Aswaran (heavy cavalry): Unique unit.
    Spoiler Alert, click show to read: 
    General's Molazeman: Bodyguard unit. Shared with Delhi.
    Spoiler Alert, click show to read: 
    General:
    Spoiler Alert, click show to read: 
    Jazayerchi (mounted arquebusiers): Unique unit.
    Spoiler Alert, click show to read: 
    Pil (elephants): Unique unit.
    Spoiler Alert, click show to read: 
    Last edited by Metal.Pigeon; September 30, 2020 at 01:44 AM. Reason: Updated Persian images

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  10. #250

    Default Re: Submod for Falcom Total War 3 [WIP]

    Thanks for answer, those units are awesome. Will you use any unit from falcom's Age of discovery submod?

  11. #251
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Maybe. I started work on this before his submod was released, and I don't think I'll replace already existing units with units from the submod (like the Europeans), but I might for the factions that haven't been added yet. Having said that, several units already in this mod are based off of units from that mod, since we borrowed from similar assets (i.e. the Joseon Korean and Sengoku Japanese units are based off models from Asia Empires).

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  12. #252

    Default Re: Submod for Falcom Total War 3 [WIP]

    Is there any way to add Falcom's Age of Discovery mod to your moddb page or to new page on that site, because it is very good mod and it will be shame to become forgotten?

  13. #253
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    I didn't make the mod, so I can't really add it to the site without breaking some rules. I can add a link to the Falcom sub-forum on my page, though.

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  14. #254
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    A new build is up; standalone and still without a functional campaign. It's mostly being released for development purposes, but some of you might be interested in checking it out. Here it is. Quick disclaimer: don't try playing as the Jin dynasty.

    Changelog:
    Spoiler Alert, click show to read: 
    New factions:
    -Republic of Novgorod: A balanced faction overall without any glaring strengths or weaknesses
    -Shahdom of Persia: A heavy cavalry specialist with limited access to war elephants

    New units:
    -Halberdiers (Castile, Portugal, Papal States, HRE): Mid-tier halberdiers
    -Ribauds (France): Militia-tier light infantry
    -Exploradores (Castile): Elite javelin cavalry
    -Julban (Egypt): Elite foot archers
    -Fida'iyin (Egypt, Persia): Stealthy infantry, similar to hashishin from vanilla
    -Javelinmen (Castile, Portugal, Romans): Low-tier javelinmen
    -Javelinmen (Dai Viet, Korea, Mongols): Low-tier javelinmen
    -Archer Militia (Dai Viet, Korea): Militia-tier archers
    -Suong Quan (Dai Viet): Elite crossbowmen
    -Tuong (Dai Viet): Elephant archers
    -Jeongnogun (Korea): Mid-tier crossbowmen
    -Hankyu Kihei (Japan): Cavalry archers
    -Free Company (Europe; mercenary): Mid-tier crossbowmen
    -Chevaliers-Errant (France; mercenary): Heavy cavalry
    -Javanmardan (Persia; mercenary): Mid-tier axemen
    -Wako (Japan; mercenary): Low-tier swordsmen
    -Ronin (Japan; mercenary): Elite swordsmen

    Fixes and changes:
    -Tattoos on Vietnamese units no longer look carved into their skin
    -Mid-tier Vietnamese units now have grey pants instead of white
    -Updated models for mushtarawat, ghilman, mamalik, karariyah, shuj'an, tabardariyya, and khassakiyya
    -Ghilman, mamalik, karariyah, shuj'an, tabardariyya, and khassakiyya now wear silver armour
    -Unique general models added to Dai Viet, Persia, and Japan
    -Tuong Binh are now elephant grenadiers instead of crossbowmen and have a smaller unit size
    -Jinetes are now a lower-tier unit
    -Mali no longer has a unique arquebusier unit and instead share the qadhifat with Egypt

    Balance changes:
    -Nerfed bodyguard units across the board
    -Buffed two-handed units
    -Changed the movement speeds of many units; "heavy" spearmen now run 5% slower than normal, sword/shield/katana infantry run 5% faster, and light troops run very fast.
    Last edited by Metal.Pigeon; October 07, 2020 at 03:58 PM.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  15. #255

    Default Re: Submod for Falcom Total War 3 [WIP]

    great new update!will make the unit cards,will only takes some longer time
    getting older

  16. #256
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    I'll just leave this here for you all to enjoy...
    Spoiler Alert, click show to read: 


    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  17. #257

    Default Re: Submod for Falcom Total War 3 [WIP]

    Whenever I start it up, it crashes when the splash screen comes on. Is there a fix for this?

  18. #258
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    If the vanilla splash screen is displayed, it's not installed correctly. The mod has a custom splash screen that looks like this:
    Spoiler Alert, click show to read: 
    The .7z file I uploaded will unzip as a folder called "ORoE_Beta_v5" which has a folder inside named "british_isles". This is because the mod running method I use is renaming existing Kingdoms expansions to make it easier to run on Steam. What you can do instead if you have a CD version is rename this mod's folder to "falcomtw3" and run the Executable.bat file, although this doesn't work on Steam.

    If neither of that ends up helping, you can try sending the crash log so I can see if I can figure out what's going on.

    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

  19. #259

    Default Re: Submod for Falcom Total War 3 [WIP]

    new downloadlink for unit cards for last version of falcom total war mod,not all perfect but am not an expert, with manny cards i am feeling alright with the result,they can be placeholders so you can see wich unit is wich,other cards that are not so good can be done by someone with better tools to make them,i hope they are not too much of them,did them even faster then i expected,but offcoursce those cards can be really time eating.

    downloadlink:https://mega.nz/file/8RR0FLBa#PLHUwb...cXENKhsvELyMCM
    getting older

  20. #260
    Metal.Pigeon's Avatar Decanus
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    Default Re: Submod for Falcom Total War 3 [WIP]

    Fur den Kaiser!
    Spoiler Alert, click show to read: 



    Mod leader of One Ruler on Earth | Unit modeler for Colonies & Empires

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