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Thread: Proposed Visual update

  1. #21

    Default Re: Proposed Visual update

    Hi Urien, any advance concerning the CTD you were having? Cheers!

  2. #22

    Default Re: Proposed Visual update

    I've momentarily given up on adding the last two factions, actually. It's a lot of work but I wanted to work some more on other aspects, so it wasn't a priority anymore.
    I was also not that sure anymore of my choices for the two new factions. Burgundians can be a nice addition but they weren't really a big factor in the north. And the Ripuarian Franks would severely hamper the chances of any frankish faction becoming dominant on the continent.
    So I was maybe thinking of splitting the Saxons up into West Seaxan and East Seaxan, but I'm not sure yet.
    So many different roads to go on with this. So I've temporarily parked adding another faction.

  3. #23
    Serapio's Avatar Semisalis
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    Default Re: Proposed Visual update

    What do you think of the kingdom of Powys as another faction? In Wales there is only Gwynedd as a dominant faction. Powys could slow them down and could be a power in central Britain. or you add the kingdom of Dyfed as a irish-briton faction in south-wales. Lindsey/Lindesege is also an option. a kingdom with a mixed culture of britons and anglo-saxons. at continental europe you can split the franks into a salian and a ripuarian faction. but they could be easily overrun by the mighty gallo-romans. you have to do a lot of balancing, to prevent an early collapse of the two frankish facions.

  4. #24

    Default Re: Proposed Visual update

    Hi!
    Love the fact there's interest in this =)

    Powys is a logical option but the Consilium is already largely based on it. Its capital is Cair Guricon (Viroconium) which was the capital of the Pagenses. Vortigern is also associated with Powys, so I'd rather just rename the Consilium Powys instead of breaking them off. But then they would not be as powerful and most of south-eastern britain would belong to the Rebel-factions. I was already playing with this idea and had already made an alternative faction symbol for Pouos/Paguis:



    Dyfed is also a very good option. Now expansion of Guined, Dyfneint and the Consilium into southern wales is usually unopposed, and the Brythonic/Goidelic culture is also a positive note. Guenta/Gwent-Glywysing is another option which would also create an interesting dynamic in the border regions between the two great british powers: they could act as a buffer state to Dyfneint or the Consilium.

    Lindesege/Linnuis is also a good idea, especially with the bi-cultural factor, although having three Anglian factions seems a bit much, no? Especially since that Lindesege as a Kingdom was fairly minor and didn't survive for long as an independent factor.

    Another Breton faction in Brittany would also be interesting, maybe? Letau/Llydaw was never an actual name of a tribal kingdom, but rather the name of Brittany as a whole. Split Letau up into Gwened and Kernev, maybe?

    The Ripuarians are the main nation I miss on the campaign map now, but the damage they could do to the now inevitable rise of the Salians is too great for the moment.

    Another option is that I would turn what I'm editing here into a fully fledged sub-mod of IB2CB, with a timeframe of 500-800AD, and 2 turns per year (in order to cover a bit more of Northwestern european history). But changing the starting date would necessitate a huge amount of changes. The Imperium Romanum would have to go or be turned into another powerful faction, the Consilium would turn into Powys, etc...

  5. #25

    Default Re: Proposed Visual update

    Hi.
    I think I may have fallen in love with you.

  6. #26

    Default Re: Proposed Visual update

    Hahaha <3

    Since my last post the mod has moved much further towards a potential 'release'. Though this would never be fully 'official' within the Invasio Barbarorum series because none of the original modders has responded to my attempts to contact them. They'll have moved on to other things.
    That being said, I'm really close to releasing. I should've posted more about it here, but the slowness of these forums is sometimes infuriating. I'm thinking of starting a discord thread or something more contemporary, to get much more instant feedback.

    What I've done since:

    - Redone a lot of the campaign map, including most of the strat map textures, locations, names and contents of settlements, added and modified hills, swamps, rivers, fords, bridges, reworked road textures, even the color and waves of the sea =)
    Very happy with the very Dark Age looking and different results. I'm sure you'll like them too, because this mod will now look completely different from any other mod or vanilla when perusing through the Campaign Map.

    - redone all of the textures for strat map settlements, giving it a muuuuuch more Dark Age-y vibe. None of those classical Roman white-walled, red-roofed metropolises: get ready for dilapidated castra, makeshift hillforts, deserted cities. It's the goddamn Dark Ages! Which weren't as dark as we think, btw, but still pretty gnarly...

    - removed the forced alliances and war and rebalanced the campaign script with lots of historical events and fun things. More holy men and druids, more rebels and more naval invasions (muuuch more: if you control the Western shore of Britannia, be prepared for some Gaelic raiders!).

    - There is now a Burgundian Invasion in 462, a massive plague event in 545 (the coming of the Plague of Justinian to Northern Europe), a massive invasion force of Visigoths in 469, armed Saxon settlers in Northern Gaul (historically accurate and quite annoying for the Romans, Bretons and Franks).

    - the UI has been personalized to each culture, with some relevant imagery. One problem persists: the strat map UI faction symbols are not accurate yet for the new factions. They still display those of their copied originals (Danes are based on the Jutes, Goths on the Thuringians, Ui Neill on the Ulaid, etc...).

    - Renamed almost ALL units, added a ton and rebalanced a lot of them. Added lots of warcry and shield wall abilities to units, hide_improved_forest and hide_anywhere and I've added more oomph to charges. Bows are still very powerful but peasant/garrison archers are no longer as good as the rest: little range, very little arrows and no morale. Other archers are vastly superior, meaning for example Gaelic factions will have to use their javelinmen more.

    - Oh yes, I did my time in the modeldb file: all units of all factions are now visible and playable =)

    - Almost all factions now have unique general's units. The Irish factions now have unrecruitable (and so unavailable to non-family members) historical general's bodyguards (Riglach in Laigin, Gamanraide in Connacht, the Fennid of the Ui Neill and the Croéb Ruad of Ulaid) AND the option to recruit a variety of less heroic guards for their mere generals and warlords.

    - Buildings have been reordered and somewhat rebalanced. This is still an ongoing process as the original was very chaotic. More factional uniqueness with some buildings and many units making the campaign more diverse.

    - reworked Mercenaries. Now you have two means of hiring mercenaries: those from your own culture can be hired for a reasonable price in your settlement's Mercenary Post building. Those of foreign stock can be hired instantly but come with an exorbitant price. In the west can be found more Goidelic hirelings, the North offers Picts, the East has an endless supply of Teutons for hire and the south offers retired legionnaires, Alan specialists and Gothic mercs.


    If anyone wants to have a test run (and give me *constructive* feedback =)) let me know and I'll send you a dl link.


    A look at the Northern Pictish Kingdom of Fortriu. The great strongholds of Urquhart, Burghead and Tap O'Noth, with some minor forts in the north-west:


    A view of Rheged's capital, Carlisle, and a worse-for-wear and slightly overgrown Hadrian's Wall:


    A look at the new marshlands texture and the Roman Castrum of Traiectum which has been taken over by all sorts of Frisian sea-scum:


    The southern Roman city of Aurelianum, which doesn't suffer from snowfall even in the Dark Ages Cold Period:
    Last edited by UrienRheged; July 11, 2021 at 03:02 AM. Reason: added some details

  7. #27
    Serapio's Avatar Semisalis
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    Default Re: Proposed Visual update

    wow, i'm impressed! good luck with your further work. I'm curious about your final version!

  8. #28

    Default Re: Proposed Visual update

    I've been working on Strat Models again. Here is a sample of the Dumnonian strat models.
    From left to right:
    Background: Merchant, Diplomat
    Foreground: Captain, General, Heir, Ruler.
    (I'm still working on an Elderly King model, and the faction didn't have a princess around so she's not there).



    Not yet all cultures have these distinctions between run-of-the-mill generals/nobles and the royal family, but this is a work in progress. It's not easy to find relevant models for, let's say, Picts and Gaels.

    The Germanic cultures do have it, though: here's the Danish models.

  9. #29
    redin5ide.82's Avatar Foederatus
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    Default Re: Proposed Visual update

    Great job mate!

  10. #30

    Default Re: Proposed Visual update

    Amazing progress! It's great to hear you're polishing the rough edges, godspeed!

  11. #31

    Default Re: Proposed Visual update

    Quote Originally Posted by UrienRheged View Post
    I've been working on Strat Models again. Here is a sample of the Dumnonian strat models.
    From left to right:
    Background: Merchant, Diplomat
    Foreground: Captain, General, Heir, Ruler.
    (I'm still working on an Elderly King model, and the faction didn't have a princess around so she's not there).



    Not yet all cultures have these distinctions between run-of-the-mill generals/nobles and the royal family, but this is a work in progress. It's not easy to find relevant models for, let's say, Picts and Gaels.

    The Germanic cultures do have it, though: here's the Danish models.
    UrienRheged, This is wonderful. Thank you for your work and interest in bettering the mod.

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  12. #32
    midnite's Avatar Citizen
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    Default Re: Proposed Visual update

    very good graphics
    memory of Midnite, Pumpkin, Bear, Pip and Pepper -- 4/2/10, 5/24/10, 11/27/17, 11/11/18 and 1/15/19

    Under the esteemed patronage of Elrond

  13. #33

    Default Re: Proposed Visual update

    Wahaaa, that's nice to hear from the original creators!

    I've since been mainly concentrated on traits and descr_strat, mainly for roleplaying purposes.
    Characters who turn 50 now have a 40% chance to acquire the 'Pas His Prime' trait which decreases movement points but increases influence. The nice thing is that Pictish, Goidelic and Brythonic kings now get a new grey-haired King model on the strat map.
    Above 60 they become an 'Old Man' which even further decreases movement points and adds the culture specific epithets of 'Hen' (Brythonic), 'Sén' (Goidelic), 'Gamala' (Germanic) and 'Senes' (Roman).

    I've also put a lot of work into inheritable Bloodline-traits. Every faction now has at least one (and most have 2 or 3) 'Bloodlines' in their starting characters. These have been added to incorporate an element of roleplaying inside the faction itself. Base loyalty and authority has been nerfed and is now more dependent on family ties (as it would've been in these times). Being 'of the blood of' the current royal family now gives a character +1 loyalty and +2 authority (renamed Legitimacy) so recruited and adopted generals are less dependable in service and less legitimate when they rise up to be king themselves. Having two or more bloodlines within each faction introduces the possibility of one bloodline usurping the other.
    Another cool thing about these traits is that I've added surnames in the form of epithets, which means the King and his Heir also has a surname, and moreso: it's impossible for recruited or adopted (randomly named) characters to get these surnames. No one but those of the direct bloodline of Hengist, for example, will bear the surname 'Wodning', nor the trait 'Blood of Woden' that comes with it.

  14. #34

    Default Re: Proposed Visual update

    Quote Originally Posted by UrienRheged View Post
    Wahaaa, that's nice to hear from the original creators!

    I've since been mainly concentrated on traits and descr_strat, mainly for roleplaying purposes.
    Characters who turn 50 now have a 40% chance to acquire the 'Pas His Prime' trait which decreases movement points but increases influence. The nice thing is that Pictish, Goidelic and Brythonic kings now get a new grey-haired King model on the strat map.
    Above 60 they become an 'Old Man' which even further decreases movement points and adds the culture specific epithets of 'Hen' (Brythonic), 'Sén' (Goidelic), 'Gamala' (Germanic) and 'Senes' (Roman).

    I've also put a lot of work into inheritable Bloodline-traits. Every faction now has at least one (and most have 2 or 3) 'Bloodlines' in their starting characters. These have been added to incorporate an element of roleplaying inside the faction itself. Base loyalty and authority has been nerfed and is now more dependent on family ties (as it would've been in these times). Being 'of the blood of' the current royal family now gives a character +1 loyalty and +2 authority (renamed Legitimacy) so recruited and adopted generals are less dependable in service and less legitimate when they rise up to be king themselves. Having two or more bloodlines within each faction introduces the possibility of one bloodline usurping the other.
    Another cool thing about these traits is that I've added surnames in the form of epithets, which means the King and his Heir also has a surname, and moreso: it's impossible for recruited or adopted (randomly named) characters to get these surnames. No one but those of the direct bloodline of Hengist, for example, will bear the surname 'Wodning', nor the trait 'Blood of Woden' that comes with it.
    Awesome! Do you have access to our Developer's room on this page, Urien Rheged?

    Under the esteemed patronage of Ramon Gonzales y Garcia IB and IB2 Mod

  15. #35
    dannyalex's Avatar Campidoctor
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    Default Re: Proposed Visual update

    Fantastic,will you upload it?
    Im highly interested to set a hotseat campaign
    Most Chivalrous commander 2020-2021

  16. #36

    Default Re: Proposed Visual update

    Quote Originally Posted by dannyalex View Post
    Fantastic,will you upload it?
    Im highly interested to set a hotseat campaign
    Nice! The menu for the Hotseat campaign not yet ready, though. At the moment it looks quite rough =) I'm gonna have a look at that!

  17. #37
    dannyalex's Avatar Campidoctor
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    Default Re: Proposed Visual update

    Have pm u
    Most Chivalrous commander 2020-2021

  18. #38

    Default Re: Proposed Visual update

    Updates
    Refreshed faction color faithful Frankish shield patterns, with the help of Lanjane.


    Frankish King (elderly) and Prince. Both longhaired and fancy =)


    Chararic of the Mosan Franks:

  19. #39

    Default Re: Proposed Visual update

    Latest updates:
    A whole new updated traits-based kingship missions system which gives cool epithets and handy bonuses (especially when authority is a luxury product in this mod and it's pretty hard to move general-less armies without losing them to mutiny).

    And bigger news: the two last faction slots were finally taken! Dyfed and the Ripuarian Franks are finally in the game and playable at the start. I've also created a script where the Visigoths are available to be played at the start but disappear from the map when they are AI-controlled (don't worry, they'll reappear, causing great distress to the Romans and Bretons).
    To illustrate the glorious end of my faction-adding struggles here's screenshots of the strat models for the Ripuarian Franks and Dyfed.
    The Ripwari near their capital of Colonia.



    The mixed Goidelic and Brittonic faction of Demet near their capital of Cair Mordin (Carmarthen).


  20. #40

    Default Re: Proposed Visual update

    Glorious!

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