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Thread: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

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    _Tartaros_'s Avatar "Harzschütze"
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    Default TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special



    TGC 0.9.5 - The Great Preview.



    Historical Info
    List of all the small thing´s





    Development 0.9.1 up to current 0.9.5

    no audio response on Kievan navy
    former sardinian settlements in egypt and crimean have new names
    old age starts at 70 instead of 60 years
    added missing female name "Cicek"
    added roman units names response wav files + implanted into sound files - they now tell there greek names (mostly)
    changed malus triggers with WhentoTest "CitySacked" into functional "SackSettlement" in eda
    fixed scripted nonfactional siegeunits for magyars and pechenegs possibly causing map-ctd - need more testing
    finished the reward for kiev welcome script + added a Historical eventmessage
    added missing lines in expanded.txt "EMT_X-Faction_NAMED_CHARACTER_2" - corrected campaign_script.txt spawning a magyars FL at some point
    Greek General Speech sometime brings up German voiceover lines - fixed and expanded
    added 20+ Magyars and Pechenegs surnames to secure spawn generals have different names (random_name spawns)
    changed the stratmapcolor for magyars to have them different from venice
    Update Magyars SM-Color in the Starting-Map + updated UI factionsymbol for poland aka venice (ingame)
    added a Building UI for magyars - caravan_stop
    crimean area still named torres changed into "gothian fields"
    new version of weather_db.xml - trying to make fogtransition and colours more detailed
    fixed dublicated estates building in frankish capitol
    change recruitment of mercenary german and slavic warriors
    To fast respawn times for recruiment of rusz testörök and fejedelmi kiseret
    complete rewrite the difficult-settings:


    1. Medimod = Medimodcampaign 100% if switched at the beginning of the Campaign (has it´s own difficult-settings easy - medium - hard - very_hard)
    2. XCAI:


    • easy = Normal XCAI all the time for all faction as setted in descr_strat
    • medium = target human faction stage 1 (focus HP) if more than 85 Regions
    • hard = target human faction stage 1 (focus HP) if more than 75 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 100 Regions
    • very_hard = target human faction stage 1 (focus HP) if more than 60 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 80 Regions


    Changed magyars, turcomans, pechenegs to "teutonic" familytree
    Missing Info Picture Steppe culture UI - "Diplomat recruited"
    fixed/added silversurfer officers - bannerofficer and kunigai for franks, hre and moravia
    changed startmapbuilding for port of steppe and rus culture from middle eastern (palms...) into eastern_european
    added +3 loyality to the trait "factionheir" (sometime the heir turns rebel in the first turns, because of low authority of the king)
    added hidden_resource aor_roman to tarsus and antiocheia (this will alow recruitment of local acontistai for all nonroman factions)
    Serbian Factionheir = silversurfer
    reworked the moneysupplyscripts for the AI - some scripts outmanouvered themself
    Cleaned Buildingtree for steppe culture
    fixed a possible stability issue for rus and steppe culture, having the same name for there first tier of pagan_tempel/steppe_tempel having the same name
    corrected descr_strat - new religious buildings for rus and steppe
    added missing text for all available building
    renamed missing Building-UI´s for steppe culture
    fixed silversurfer for 24 factions in bmdb - kunigai and bannerofficer - being part of recruitable mercenaries units
    Rename Buildings and add infotext for steppe culture
    Magyars missing several text in buildings
    dublicated "town hall" name for greek culture changed into correct "town square"
    added missing markerof HR in descr_strat, that messed up replenishmenttimes for islamic barracks recruitment
    added a town_guard barrack in aghlabids capital from the start
    redone religious bonuses in ebd - much slower conversation now
    Changed Art - Buildingline for ME-culture (is now a Girih Workshop line) and Mosaik Workshops for greek culture
    Changed port location from Malta, back to sicily - no seatrade is possible if settlement and port are not connected via land
    added Jale82 croatian names update
    Fixed rebel_subfaction bug - missing names for slave faction
    sorted names alphabetical for stability reasons
    added missing UI for "Reisige Banner", Rikote Tjarlai" and "Lesser Druzina" to EFE and HRE
    fixed silver surfer for rebel frankish and bulgarian captain and general
    found a spelling error in the {} in the export_buildings.txt
    deleted to unused "_name" lines in e_b.txt
    +1 recruitmentslot to all corebuilding and -1 for every barracktier - this prevents no recruitment of available agents and fleets in settlements without barracks
    silver surfer for the aghlabid, tulunids, serbian and moravian king/emir (reason: they use chandax, franks and croatian king + hier models)
    added missing factions and some missing characters to the battlemodelscript + corrected the descr_strat and bmdb
    corrected recruitment for moravia: armored units from blacksmithlayer, regular swordman from barracks and both former mercenary slavic units now act as placeholder palace units with very slow recruitment
    redone cost for recruitment and recruitmenttime for moravian units to favoir more realistic recruitment (armored units had cost same as lowtier trash before)
    added two additional characters in forts in descr_strat for magyars to prevent succession ctd
    implanted fix for the dead captain ctd (missing units in bmdb+edu for slave captains: magyars, pechenegs, turcomans and normans)
    altered the support from the moneyscript down - was to high for small factions
    added missing pechenegs king and keir battlemodel into the scripts and coding
    deleted pecheneg king as officer unit in edu
    set armourlevel of Pechenegs Bodyguard units to 0 instead of nonexisting 1 + fixed several other units like norman bodyguards and exploratores (which don´t have any) in campaign_script
    added the missing EMT_VICTORY_PECHENEGS line in expanded.txt - fixing the scroll map ctd
    made magyars a "re_emergend" faction in case they are defeated at some point
    changed magyars invasionscript - condition is just the turnnumber - not the living faction magyars anymore (leading to problems, if defeated)
    strenghend scripted armies for the magyars invasionscript, as they where to weak to conquer any settlement and resulting in a defeated faction, when pechenegs take over the eastern holdings
    added more + better units to other scripted sieges too (revolt of the dukes and franks transform into hre)
    added more traits to scripted generals to improve battleperformence
    added missing vc and vcs cards
    made wood lighter because blocking rivercrossing in sicily
    added jales82 work: named minorcities + tested
    added 4 armenian placeholder units for slave faction
    coded random armenian rebelspawn in typical armenian regions
    added armenian units to the paulican script
    positioned some armenian rebels in two minorcities (one for ERE + one for Abasids) + some in the 3 initial paulican held minorcities
    added placeholder UI for Armenian Units
    added last 8 missing resources on the map (in total about 78)
    changed the additional_revolt trigger in campaign_db into "false" to further prevent the dead_captain ctd completly
    sorted the stratmapresource names correctly + added some more monastries
    added Battlemodels for ruc culture: village, town, large_town and city

    corrected map spot reveals on cyprus for every faction - now only romans and abasids see the action that´s going on
    Croatian+Serbian scripts at the beginning (bufferregions)
    Script for Moravian Bufferregions
    Thematic traits with leveled bonus depending on the number of settlements owned in the Theme + Ancillary and Epitaph for sicily added (test to see if it´s functional)
    added missing resources on campaignmap (now all are used on the map)
    fixed the "rus" church bug, by adding a new churchline, which become available after the conversation event
    added "power_charge", "hide_long_grass" and "hide_improved_forest" to many units in edu. battles should be more difficult now and ambushes are more intense


    open Tasks and issues still to do:


    Vanilla Stratmapcharacters - must be new TGC ones
    minor city beneath right of the Phillipopolis has a malus battlemap (vanilla wooden fort instead of city), both greek forts given wrong battlemaps there
    flatten mountains/heights in italia and alps - resulting in wired battlemaps
    ladders are to big, when besieging ME-minorcities (ME-forts)






    Preview and Tutorials




    Script: Bufferregions

    Spoiler Alert, click show to read: 




    Every playable Faction in TGC starts with an optional Script called "Bufferregions".
    Spoiler Alert, click show to read: 



    The Script asks the player, if he want to conquer neighboring rebel settlements that rightfully belong to your faction. It´s a small introduction to the closer campaignmap and the early factional conquests.
    Spoiler Alert, click show to read: 




    If you manage to conquer one of the settlements, the following message appear and a small native garrison spawn up next turn. The treasury earns some money in this, too.


    You can the leave the settlement now with your army and go on to the next conquest. The settlement is under your political control and secured by a small local garrison. If you fullfill to conquer all the setted regions, the playern earns a big surprise.

    After the first set, some faction offer the player to move on with other missions or historical events. They are partly implanted. For example the Eastern Roman Empire gets a new Mission "Conquer the Islands", where they have to reconquer Sicily, Crete and Cyprus. Other Factions like the Eastern Frankish Empire have the "Grenzmark" Missions and will later get the possibility the earn "The Iron Crown" of Italy. The islamic Factions have there own struggle. They will in the long run, have to form a new Caliphat and unite all the other islamic factions under a single banner. But powerfull Shia uprisings like the Fatimids Caliphat and later beginning Invasions of pagan Turks are an other Problems, islamic factions have to deal with.





    Script: Campaign-AI switch (first-turn)

    As you start your new Campaign, the following YES/NO event will pop up:


    You have to decide, which overall Campaign AI (CAI) will take place to your campaign. There are two options: MedimodCAI and XCAI. Both Systems check your overall difficulty too (easy - medium - hard and very hard) and behave differently.


    1. Medimod = Medimodcampaign 100% if switched at the beginning of the Campaign (has it´s own difficult-settings easy - medium - hard - very_hard
    2. XCAI:


    • easy = Normal XCAI all the time for all faction as setted in descr_strat
    • medium = target human faction stage 1 (focus HP) if more than 85 Regions
    • hard = target human faction stage 1 (focus HP) if more than 75 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 100 Regions
    • very_hard = target human faction stage 1 (focus HP) if more than 60 Regions and target human faction stage 2 (No allies, all Faction focus HP) if more than 80 Regions




    Script: Defeating the Paulicans (for Eastern Roman Empire)



    This is an optional set of Battles and Missions for the Eastern Roman Empire. Early in the Campaign, the Paulican Revolt is still in full motion. The historical Battle of Bathys Ryax will face a seroius challange for you. Defeat the Army of Chrysocheir in open Battle and conquer the 3 paulican strongholds in asia minor to wipe them out.

    Spoiler Alert, click show to read: 





    After you defeat the paulican rebellion, a historical reward of resettlement of former Paulican soldiers will help you out in southern Italy.




    Script: Mercenaries desertation script


    The Rule is simple: No Money - No Soldiers. All the expensive hired Mercenaries will leave you, as soon as the money runs dry. To be fair - this will most likely fix your moneyproblems too




    Script: Moneyscript


    To ballance the big and small factions in overall gameplay, TGC uses EBII method of manageing money via scripts. The method have been implanted and altered for TGC specifics. To find a good ballance and still offer a challange for the human player was it´s main intention.



    As you can see (vh campaign) - big and small factions get the amount of money they need. No Cashcows or baggerfactions. This includes the big starting spawnarmies for the AI on hard and very hard difficulty.



    Script: Prisoner of War


    After a long War, a peace is negotiated. What happend next historically?

    Right - the Prisoners of War will be exchanged. Every playable Faction in TGC will get a choice to pay out it´s POW´s, that are captured by the enemy. The composition of Soldiers is mixed, as always, but a range 3-4 units will be transfered to your capital, after the money is payed by the treasury. Many people in your Realm will be happy about this and the POW´s enter service again.


    Script: Venice ask for Independence


    Venice starts of as an independant faction from the start. But historical it was at least on paper still a part of the Eastern Roman Empire at this point.

    The scripts ask the player of the ERE faction, if he´s allowing more autonomy for the City.

    If you agree, financial and military help is on the way and the alliance is honored.
    Spoiler Alert, click show to read: 



    If you disagree, upcoming revolts, raids and attacks will make venice very difficult for the ERE - gladly we don´t have misleading crusades in TGC´s timeframe.



    Preview Script: Themes of the Roman Empire


    This is a very ambitious and complex script for the Eastern Roman Empire. For now TGC implanted this script only once as a Test pattern for the "Catepanat of Sicily".

    Background:
    At some point the ERE organized it´s regions in imperial Themes. A Themes consit of 3-6 settlements of the Map and is managed by a Catepan or Strategos. As a human player, you can Roleplay this Organisation to the Maximum.

    First: The Script checks, if the Title is still available. You will ask via YES/NO message if you want to name a Catepan/Strategos for this Theme.

    The Process is a bit complicated, but a human player should manage this.
    Spoiler Alert, click show to read: 



    important: when you send the general out of the city. unlock the green area once, by clicking one space next to the general with the mouse and then mark him again by click on the general again. This will trigger the awarding process.



    The Influence and Power of this Title depends on the number of Regions and how much Regions are in actual Control of your Faction. A Strategos with only one settlement of the Themes in control has less power, than a fully incooperated running Themes.

    The General is geting an Epitaph too and the strategos trait shows how powerfull his Themes is controlled.

    The removingprocess ist still wip and may change in the future. Expect an update in this.






    Credits


    TGC:
    AnthoniusII : Modleader, Unitcreation, Testing and crazy ideas
    _tartaros_ : Scripts, Mapping, Testing and Build-Manager
    Jale82 : Implantation of Named Forts, Textworks and Testing



    ======================
    EBII Team and XHolycrusader: ideas and usage of the Moneyscript, battlemap settlements and converted RSII-Treemodels
    XCAI Team: ideas and usage of the implanted XCAI
    Medimod: ideas and usage of the implanted MedimodCAI
    Gigantus: for his relentless support in all fields
    Withwnar: For his support in many scriptissues and ideas for fixes
    Bovi: For his magnificant tool - hunting down many issues
    DaC-Team: For help with battlemapmodels
    Leonie: Help with traits and ideas for fixes
    Attached Files Attached Files
    Last edited by _Tartaros_; December 06, 2019 at 04:49 AM. Reason: zip file added - tartaros
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  2. #2
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: TGC - The Great Perview - 01.12.2019



    TGC 0.9.5 - St. Nicolaus Day Special
    .


    Script: The Condominium of Cyprus


    The historical situation in Cyprus was a very unique one. In 688, the emperor Justinian II and caliph Abd al-Malik reached an unprecedented agreement. The arabs evacuated the island and for the next 300 years, Cyprus was ruled jointly by both the Caliphate and Eastern Roman Empire as a condominium, despite the nearly constant warfare between the parties on the mainland. The collected taxes were divided among the Caliph and the Emperor.
    Spoiler Alert, click show to read: 





    TGC reflect this treaty in a the campaign for the ERE and the Abasid Caliphat. It is forbidden for any military for to be on the island. If so, you have two turns to remove your troops from the island. The Player will be informed that he is in process of breaking the agreement or that the agreement is in danger to be broken by the other faction. If any of the two settlements are catured, than War is declared between parties. A later Peace is only available, if both settlements return into rebel status.
    Spoiler Alert, click show to read: 










    Credits




    TGC:
    AnthoniusII : Modleader, Unitcreation, Testing and crazy ideas
    _tartaros_ : Scripts, Mapping, Testing and Build-Manager
    Jale82 : Implantation of Named Forts, Textworks and Testing


    ======================

    Gigantus: for his relentless support in all fields
    Withwnar: For his support in many scriptissues and ideas for fixes
    Bovi: For his magnificant tool - hunting down many issues
    Last edited by _Tartaros_; December 06, 2019 at 04:48 AM.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  3. #3
    isa0005's Avatar Content Staff
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    Default Re: TGC - The Great Preview - 01.12.2019

    Love it, although 'Bufferregion' is two words or 'Buffer Region'

  4. #4

    Default Re: TGC - The Great Preview - 01.12.2019

    Looks great! Can't wait to play this mod! Keep at it!

  5. #5
    paleologos's Avatar You need burrito love!!
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    Default Re: TGC - The Great Preview - 01.12.2019

    Lovely post, Tartaros, thanks for keeping us posted, the only additional thing I could recommend you should do is add links next to the names of the contributors for rep giving.
    Other than that, very well done!

  6. #6
    Morrowgan's Avatar Ordinarius
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    Default Re: TGC - The Great Preview - 01.12.2019

    Quote Originally Posted by isa0005 View Post
    Love it, although 'Bufferregion' is two words or 'Buffer Region'

    yeah the texts need some proofreading
    Member of the Beyond Skyrim Project

  7. #7

    Default Re: TGC - The Great Preview - 01.12.2019

    Appreciate all the work you are doing Tartaros. With so many cool and complex scripts, there are bound to be a ton of issues to fix, so the process is naturally taking a while. But based on what I am seeing, the wait will be worth it.

  8. #8
    Jurand of Cracow's Avatar History and gameplay!
    Artifex

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    Default Re: TGC - The Great Preview - 01.12.2019

    Quote Originally Posted by sullivanclan1 View Post
    Looks great! Can't wait to play this mod! Keep at it!
    This.
    For those who want to play a historical mod in a medieval setting:
    try the Stainless Steel Historical Improvement Project,
    or the Broken Crescent + Buff and Shine (if you'd like to play in Levant).
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Thrones of Britannia: review, opinion on the battles, ideas for modding.
    Minimods included in the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  9. #9

    Default Re: TGC - The Great Preview - 01.12.2019

    Finally had some time to take a long look at the Great Preview. Wow. Very impressive! Thanks for all your work on this mod. I have been following this mod for many years and waiting for its release to the public. It will be worth the wait! Thanks to all on the modding team for your time, work, and imagination.

  10. #10
    PekoBG's Avatar Laetus
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    Default Re: TGC - The Great Preview - 01.12.2019

    Can you elaborate a bit on what the difference between the two Campaign AI's is ? And great work, can't wait to play with the Bulgarian Empire!

  11. #11
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: TGC - The Great Preview - 01.12.2019

    Hi @all and thank you for the reply´s.
    It´s been much work to finetune all this scripts and create a ballanced mod. All playable factions have unique scripts and starting conditions and should be fun to play.

    The Campaign-AI setting the behavoir of AI Factions into themselfs and the human player. In my experience MedimodCAI is leveled more for roleplay and kind of less aggressive to some degree if you hold your Alliances and factionstanding. XCAI can be slow at start, but will be a beast (multifaction attacks). In my experience both CAI´s are good and rational, but they will switch into kill the human player, if you dominate the map or are near the Victory conditions.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  12. #12

    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    I hope you release a "Lite" or "Sandbox" version without the numerous scripts and complicated systems. Which is more like classic TW experience but with this amazing map and factions.

  13. #13
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    most of the bigger once are optional like Buffer regions, prisoners of war and finish of the paulicans. other are intented to fix vanilla me2tw like CAI-switch, moneyscript and mercenaries
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  14. #14
    AnthoniusII's Avatar XXI ARMORED BRIGADE
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Some good news i started to finalise the Arabic rosters (6 in total) by starting from their common units.
    The open release might postoponed for a month but trust me it will be worth it.
    There are moments (in history), in which a nation owes,
    if it wants to be considered as a great one, to be able to fight.
    Even without hope of winning. Just because it has to.
    Greek War motto.
    XXI Armored Brigade. Proud that served in that unit in 1996!
    "Spartans do not ask how many (enemies are) but where they are"!
    XXI Armored Brigade's motto.
    The Greek Secret (or why they will fight again if it will be necessary or why they do not sell their history).


  15. #15
    Julio85's Avatar Decanus
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Great news!

    I like the screens on the co-management of Cyprus!

  16. #16

    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Mod is looking great. Congratulations!
    Will you be using custom settlement designs or the vanilla ones? Thanks

  17. #17
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Thank you.
    We have added a variation of custom settlements for steppe, rus and northern_european cultures. southern_european, greek, middle_eastern need retexturing and rework of an IWTE expert. We have stored textures, but need someone willing and able to do it.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by k/t View Post
    "But I don't know how to mod!!!!"
    Learn. I didn't know how to do anything when I got this game, and now I know how to do quite a bit. Volunteer. Struggle. Figure it out.
    There are lots of cool mods that never see the light of day because people don't realize that mods need workers, not watchers, or realize it but continue to watch anyway.

    The Great Conflicts
    872-1071
    public alpha 15.01.2020
    The Great Preview 01.12.2019 + Special 06.12.2019

  18. #18
    Mr_Nygren's Avatar Berserkir
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Quote Originally Posted by _Tartaros_ View Post
    Thank you.
    We have added a variation of custom settlements for steppe, rus and northern_european cultures. southern_european, greek, middle_eastern need retexturing and rework of an IWTE expert. We have stored textures, but need someone willing and able to do it.
    I did send Tsardoms: Total War the EoR main campaign custom settlements for the Eastern Rome faction. They should be even more correct for your era as Tsardoms is set in 1100+ while your mod is at 800+. I don't believe there were colosseums on those cities but i might be wrong, i believe they are from the 500's but are still more modern than those of DBM.

    I know how to port settlements, but not how to re-work them like you did with the Rus settlements.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

  19. #19
    _Tartaros_'s Avatar "Harzschütze"
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    mhh, are they available for testing in TGC?
    Can you send me the custom settlements via pm, i could help with rus settlements for EOR instead.
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    The Great Conflicts
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    The Great Preview 01.12.2019 + Special 06.12.2019

  20. #20
    Mr_Nygren's Avatar Berserkir
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    Default Re: TGC - The Great Preview - 01.12.2019 + St. Nicolaus Day Special

    Quote Originally Posted by _Tartaros_ View Post
    mhh, are they available for testing in TGC?
    Can you send me the custom settlements via pm, i could help with rus settlements for EOR instead.
    Yes i could, but EoR doesn't need RUS settlements as it's set in the 500's way before the Kievan Rus state. EoR needs units mostly.

    But- any Viking themed mod could use the city level of the rus cities. But i'm not working on those mods currently. Going to work on GoT Enhanced next i think, unless i have permission to use TGC models from 0.82 in EoR. That mod is held back by the lack of units.

    But i have other projects so it's not the end of the world if it will need to wait longer.
    Last edited by Mr_Nygren; December 28, 2019 at 04:20 PM.
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