Nice looking forward to this famalam
Nice looking forward to this famalam
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New idea: in order to make sure each faction has a reasonably full unit roster while being able to cover multiple eras, I'm going to make the most of the unit armour upgrade feature. Here's a few early-era unupgraded European serjeants. Upgrade 1 will be the same time period but with heavier armour, upgrade 2 will be 14th-15th century, and upgrade 3 will be 16th-17th century. The main downside that I see with this is unit names; I'll make a list below of the affected units. Hopefully it doesn't bother anyone too much. In the campaign, different blacksmith tiers will probably be "unlocked" at set dates to accommodate for this.
Anyway, here's some screenshots. Castile, Scotland, Poland, and Papal States are still WIP.
Thanks to CSUR, Rusichi, Sandy's Western Unit Overhaul, and the Real Shields Project for assets.Spoiler Alert, click show to read:
Examples of units with name issues:
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Last edited by Metal.Pigeon; July 13, 2018 at 02:10 AM.
I'm liking this "armour levels = era" idea. It'll also be good for factions that IRL die off within game timeframe (the ERE for example) to keep up looks-wise with everyone else without needing too many completely fictional units.
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A few fictional units here and there are somewhat inevitable, although they'll mostly be limited to arquebusiers and other generic additions that wouldn't be too much of a stretch historically.
Upgrade 1 and 3 for the serjeants are done. I'm sure you can tell which is which:
Castile's serjeants are ready too. It took a while, but I don't think they're mistakable for the English now (a bit of teal as an apology for removing Portugal, which is one of my favourite vanilla factions):Spoiler Alert, click show to read:
And since I'm making armour levels represent eras, what do you guys think of something like this as the final upgrade for the samurai? I'm sure it wasn't common, but some samurai during the 16th and 17th centuries used European armour. Maybe as just the final upgrade for the gunpowder units?Spoiler Alert, click show to read:
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Last edited by Metal.Pigeon; July 14, 2018 at 05:54 PM.
That's something that annoyed me with vanilla m2, and even most of the mods. Playing as the ERE you eventually hit a wall where you don't get proper cannons, nor muskets, arquebus cav, pistoliers etc, stuff that basically everyone adopted because they were the way warfare was going. I didn't like the whole "well they didn't have them historically", no duh because they were wiped out lol
I definitely like the idea of plate armour for Samurai, makes a lot of sense.
EDIT: Oh yeah, would it be possible to add a rebellion script so dead factions can come back if a province rebels? It makes campaigns more interesting.
Last edited by Julianus Flavius; July 15, 2018 at 01:07 PM.
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Yeah, I definitely plan to let factions re-emerge, although my modding capabilities outside of editing text and units is pretty much nonexistent. Maybe someone could help me with that later on.
Here's some unupgraded European peasants. The vanilla ones weren't colourful enough for my liking. I think they look generic enough to be used by the Romans and maybe the Russians too, which would free up a few unit spots.
And now for something else: the German reichsritter, in mounted and dismounted variants, as well as the French chevaliers. If it wasn't clear by now, I'm going more for looks and easy unit identification rather than pure historical accuracy.Spoiler Alert, click show to read:
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Last edited by Metal.Pigeon; July 17, 2018 at 01:11 AM.
They would be fine for the Romans, although you'll want to put some historical shield patterns to make them look the part
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Here's a unit dump for the Germans before I go quiet again for a bit.
Artillery crews:
Serjeant Spearmen armour progression:Spoiler Alert, click show to read:
Knights:Spoiler Alert, click show to read:
Any suggestions for the serjeants' first upgrade? I feel like the jump from upgrade 1 to upgrade 2 might be a bit too severe.Spoiler Alert, click show to read:
Last edited by Metal.Pigeon; July 24, 2018 at 06:33 AM.
Is it possible to do armour upgrades on weapon crews? If so, that'd be pretty cool
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I don't think so, so I just have to pick something that looks generic enough to work throughout the campaign. Peasant models are usually pretty good for that.
Same with elephants, but on the bright side, the factions that do have elephants (Khmers, Vietnamese, Indians) don't necessarily need different armour upgrades for each era.
Huh... yeah, now I think about it I've never seen anyone do elephant crew armour upgrades.
Also something else I'm wondering. According to some sources, the ERE Kontaratoi used shields as well as long spears, more in the manner of a Macedonian phalanx than a pike wall from the pike and shot era. Would it be possible for them to have shields? I vaguely remember some graphical problems that were resolved by one of the teams working on a Roman era mod, because the vanilla animation wasn't designed with shields in mind.
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Something I can do is assign a different model to each artillery crew, so I'll attach the 16th century levy model (probably will have a breastplate and barbute-style helmet) to things like basilisks. The first upgrade for the levies will have a gambeson, but I'm not sure about the second...I'm hesitant to give them chainmail which would probably look too "heavy."
About the shields: I considered adding them but decided against it at the last moment so the kontaratoi wouldn't have a shield bonus; they're meant to be worse than western European pikemen. Now though, I've instead decided to just make the Roman professional units all on par or better than the serjeants, but lacking a third armour upgrade to make them worse near the end of the campaign (armour upgrades apparently add more than 1 point to their armour stat; it's actually closer to 2). Europa Barbarorum and some other mods do the pikes-with-shields thing, so I know it's possible. If it's too much of a hassle to get working, I'll just put the shields on their backs. I've been meaning to revisit the Romans anyway, at least to touch them up a bit.
Aww, sad about the late game lol
hopefully I'll have everyone beaten by then though haha
As for the shields, I know SS have theirs on the backs. They have big kite shields and they just add an extra point to armour.
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Asking for some suggestions here regarding the Catholic military order/religious units. Here are the ones in vanilla Falcom:
And here's some that I've been thinking of adding, but I'd like some suggestions (though keep in mind I'm trying to reduce the number above while keeping it interesting; the + indicates crusade-only mercenaries):Spoiler Alert, click show to read:
I'm also open to suggestions for mercenaries. My criteria is mainly that I have a preference for historical mercenaries first, then "neutral" parties, and lastly famous stuff from factions that I didn't include. Here's what I have in mind so far...kind of. An asterisk indicates a unit that isn't part of any faction roster (but I'll find a way to squeeze them into the custom battle rosters):Spoiler Alert, click show to read:
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Last edited by Metal.Pigeon; August 02, 2018 at 06:29 PM.
Somewhat unrelated, but I just had a cool thought. Something like the Great Cross or those Italian things, but for the ERE with a giant two headed golden eagle statue on top. Just a thought lol
As for the mercs/crusaders question, how about, to save unit slots, you just make some of the lower tier (levy/local professional tier) troops mercs for the appropriate areas? For example, Longbowmen for british isles, that sort of thing. That way you don't need to use up unit slots on mercs that are basically reskinned clones of units already in the game, and would allow for more in-depth empire-building. Your faction lack good bowmen? Conquer England and use theirs!
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If there's evidence of it actually being used (I don't mind adding rare things if they're cool and add flavour; the Japanese roster has mounted samurai pistoliers for instance and the Spanish are going to have blunderbuss cavalry), then I might consider it. Right now, I'm considering using the wagon things for crusading Europeans (Great Cross) and for our Inca predecessors (Cuzco and Chimor).
I am thinking of having the levy units and a few "unique" units as AoR for factions that don't "own" them (French knights recruitable by anyone in France, but the French can recruit them anywhere). I still want to spice up the unit selection by adding mercenary units that add something new. That's why Europe is so full of historical mercenary companies like the Black Bands and the reasoning for the Highwaymen and Bandits. I'll edit that post a bit, though, since I suppose it wouldn't hurt to cut down on a few more units.
Well apparently Constantine 1 used one, but I dunno. I just thought it was a neat idea lol. I would say it's definitely not impossible, and might be a good "what if the ERE didn't go straight down the tubes" unit.
I do quite like the idea of different units being recruitable in various places, but ingame it quickly gets confusing. Another whole-world mod does it, but it leads to lots of units (eg. every region has it's own pikemen, crossbows etc and it fills out the limit real quick) and quickly takes away the feeling of distinctness between factions. However, the idea of a few regional specialties being recruitable makes a lot of sense.
EDIT: Oh, and have you considered putting the crusader units in the Papal States roster as well, possibly recruited in the Church buildings? It'd be cool to be a warrior pope leading a global crusade lol
EDIT 2 BYZANTINE BOOGALOO: Oh, not sure if I remembered to suggest this, but those ERE pikes would look cool if their armour upgraded like the Roman spearmen do. Just a thought. Also one guess what my favourite faction is lol
Last edited by Julianus Flavius; August 03, 2018 at 08:43 AM.
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I'll see about it. I am cleaning up the Roman roster a bit (they'll use the same levy units as the Western Europeans for one), so I think I'll have opened a few unit spots. If there's room, I'll consider it.
I think I know which mod you're talking about (Eras: Total Conquest?), and I agree that it might've gone too far with the AoR stuff for my liking; nearly the entire rosters for the Asian factions are AoR, which made playing as the Japanese or the Southeast Asian factions kind of dull. I was originally going to make this a submod for Eras, but it took up a lot of disk space. In any case, hopefully the factions here won't feel too samey.
I probably won't make the crusader units recruitable since I feel like it might take away from the excitement of going on the Pope's adventures, but I do want them to be retrainable. I'm also definitely incorporating the fix that lets the player declare crusades as the Papal States. Not sure if it was in Falcom, but it wasn't in vanilla.
I'm no detective, but I have a feeling that your favourite faction is the same as my favourite (European) faction. In any case, just like the European serjeants, the armour upgrades that I showed on the Roman units will be available for pretty much all of their professional units, with the exception of their unique "mercenaries."
EDIT: Here's a little preview on my reworked Khmer levies. It was pretty hard to find visual references, but I had a go at it and this is what I came up with for now. The ones from vanilla Falcom looked too happy for my liking and their skin was rather pale for rural Cambodians.
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Last edited by Metal.Pigeon; August 03, 2018 at 02:40 PM.
I'm glad the special units won't get the same armour as the rest, because they look so damn cool. Like, bad-guys-in-a-movie-cool.
As for the levies, I agree that it's best to have them as shared as possible to save unit slots. All you really need is European, Arab, African, Asian, and Mesoamerican. Assuming you have archers and spears, that's only 8 units. If you have Halberds and Crossbows too, that's still only 16 units, in fact 14 as it doesn't make sense for the Native Americans to have access to those weapons. Maybe guns too though...
But anyway you get the idea lol
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Yeah, all of the "non-generic" units for factions in the same culture group will look different, either with their helmets, weapon models, shields, etc. For instance, I've shown off the 16th century European professional model, and the Landsknechte and Doppelsöldner use a very similar model but with plumed hats instead of the standard helmets. The final upgrade for those two will also use a black and silver version of the plate armour.
There's going to be a pretty large selection of levy units; around 4 for each culture group including spearmen, archers, javelinmen, crossbowmen, and cavalry. There's actually going to be 2 Asian "cultures," because the current generic East Asian levies don't really work so well for the Khmers. Plus, they'll be able to fill in the rebel garrisons in Malaysia, Polynesia, etc. Here's what they look like so far (yes, apparently every single person in this mod has a very muscular body):
I tried to make the spears look like they were made of bamboo. Hopefully it worked.Spoiler Alert, click show to read:
EDIT 2: I rigged up this as a possible alternative to the above. I was originally planning to use them for the professional Khmer units (unupgraded), but I think they look peasant-like too. It's still a WIP; I think I should tone down the saturation on the orange, but it's just a proof of concept for now. Perhaps a mix of the shirtless and shirted ones? From the limited sources I could find, they both seem to be just as historically accurate.
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Last edited by Metal.Pigeon; August 04, 2018 at 10:13 PM. Reason: Added Khmer levy preview