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Thread: ● Upcoming Mod Info, and Suggestions ●

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  1. #1

    Default ● Upcoming Mod Info, and Suggestions ●

    tornnight I was so excited to hear about where you are taking this mod I though it deserved its own thread so those of us that are sitting at home checking this forum everyday for your next masterpiece can beg you for more info.

    So to quote you we may soon be seeing the following implemented in TLR

    --------------------------------------------------------------------------

    Hehe the next version will have tons of new goodies. Some that are similar to those RPG things you mention.

    I've actually discovered something noone has been able to do ever before. Remove ancillaries via script.

    ETA? Dunno. It's getting much closer but at least a week or two.

    It wil include things like
    Event Graphics
    Leadership Crown Ancillaries
    Command, Battle Experience, Governance, and Military Rank traits.
    Islamic Princesses
    New Factions,
    AOR/ZOR Mercenary Troop recruitment

    It's going to be a big one.
    Last edited by tornnight; April 27, 2007 at 03:11 PM.

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  2. #2
    tornnight's Avatar Forum Bot
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    Default Re: Upcoming Mod Info, and suggestions

    Yep I got the Crown Ancillaries working.

    Basically your king will have a crown based on his performance. There will be 10 crowns starting with a Silver Circlet up to a Shining Jeweled Crown. Thank acegogo for the graphics.

    I'm also trying to get the ancillaries for the Military Rank working.

    There will be 6 levels of Military Rank. In order to advance, you have to WIN a battle. The more decisive the win, the more chance you have to advance.

    There will also be a Governance attribute based on how long you are a governor of a settlement. The longer, the more skilled you become.

    Also a Command Experience attribute. This is basically battle experience and you gain it even if you lose a battle. As long as you survive, you learn something.

    Finally there will be a Campaigner attribute that measures how good you are at maneuvering your army around. The more experience, the further you can see and move.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  3. #3

    Default Re: Upcoming Mod Info, and suggestions

    Quote Originally Posted by tornnight View Post
    There will also be a Governance attribute based on how long you are a governor of a settlement. The longer, the more skilled you become.
    Will this mean that leaving guys in settlements won't turn them into gambling, shady, corrupted swine?

  4. #4
    tornnight's Avatar Forum Bot
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    Default Re: Upcoming Mod Info, and suggestions

    The new factions are coming along. So far I've added the Syrian Caliphate, Abbassid Caliphate, Kwarezmian Empire, Sultanate of Rum, and Kievan Rus'.

    They may only have a few unique units each at first but I'll add more as the mod progresses. Or if I get additional help.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  5. #5
    tornnight's Avatar Forum Bot
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    Default Re: Upcoming Mod Info, and suggestions

    So far I have the AOR/ZOR working for the mercenary buildings. However, I haven't enforced the regular building recruitment to be limited to an area.

    The plan still is to make the player build up their government in a newly conquered area before they can recruit their faction units.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  6. #6
    Campidoctor
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Holy hell, these new features are amazing. Sorry, don't know if I should be posting here or just torn with updates, but I just saw it and it sounds awesome. Seems like this mod is truly progressing the fastest and implementing great new ideas with every release. Great stuff torn and the gang, can't wait.

  7. #7

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Will you be implementing an attribute that shows how many seasons a general has been campaigning, and I assume the battle experience attribute will basically be like a tally of battles faught i.e. inexperienced soldier, veteren soldier, etc.

    torn, sounds awesome, as soon as I see your next beta in this forum it's going on my computer, then I just need to decide which faction to play.

    keep it up

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  8. #8

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    I tend to get bored with the number of seige battles in vanilla, could you use the Campaigner attribute to reduce upkeep when in enemy teritory and increase decimation to the enemy region your in?

    It might help coax armies out from behind walls and let you build armies for specific purposes with specific general.

  9. #9
    tornnight's Avatar Forum Bot
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Quote Originally Posted by Rusty Hammer View Post
    Will you be implementing an attribute that shows how many seasons a general has been campaigning, and I assume the battle experience attribute will basically be like a tally of battles faught i.e. inexperienced soldier, veteren soldier, etc.

    torn, sounds awesome, as soon as I see your next beta in this forum it's going on my computer, then I just need to decide which faction to play.

    keep it up
    Yep, It will give you bonuses to marching ability and field of view.

    Quote Originally Posted by onefistedboxer View Post
    I tend to get bored with the number of seige battles in vanilla, could you use the Campaigner attribute to reduce upkeep when in enemy teritory and increase decimation to the enemy region your in?

    It might help coax armies out from behind walls and let you build armies for specific purposes with specific general.
    The only way I can think of doing that is if I added a field cost script to the game. I don't think I'm prepared to do that.

    If you're in
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  10. #10

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    This mod is losing my interest. Put in new factions, start out with the Crusader faction.

  11. #11
    Campidoctor
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Lmao, that's a good one...

  12. #12

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Quote Originally Posted by tornnight View Post
    Yep, It will give you bonuses to marching ability and field of view.



    The only way I can think of doing that is if I added a field cost script to the game. I don't think I'm prepared to do that.

    If you're in
    I dont know the exact details, but EB has a trait which allows generals to get money equal to thier armies upkeep when they devastate an enemy square, this would work.

  13. #13
    tornnight's Avatar Forum Bot
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    I won't be putting in a Crusader faction unless I figure out a good way to do emerging scripted factions.

    Regardless, thats no time soon.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  14. #14

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    didnt you already mention you added like 5 factions....lmao
    looking forward for next version, have this feeling it wud be out when im done w/ my tests.
    the new features sound great, but is there gunna be any improvement to 1.2 AI? or will you be keeping the 1.2 AI features?

  15. #15
    tornnight's Avatar Forum Bot
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Huh. I'll have to look into that.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  16. #16

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    torn I've been sticking with the Dues Lo Vult mod for a bit simply to test the 1.2 patch (leaked). The AI is vastly improved in my opinion and it seems pretty stable. The problem that a lot of people have is in the installer when they load the patch. Not sure how unit balancing would go if you implemented the leaked patch, but the balance seems pretty decent as is. No on the other side of things don't get me started on these damn scripts in DLV, I like/hate them at the same time.

    One more quick question.... any update on the progress of your next release, I'm chomping at the bit hear to start on your next beta.

    by the way your mod is still hands down my favorite, I can't wait to see what you can do with 1.2 patch from CA word on the street is it makes modding a lot more stable

    The quickest route may not always be the most fun.
    http://www.twcenter.net/forums/forumdisplay.php?f=315

  17. #17
    tornnight's Avatar Forum Bot
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Preview of new faction shields
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  18. #18
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Any astimate time of relaese the mod you describe here?(TLR 2.0)?
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  19. #19
    tornnight's Avatar Forum Bot
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    Default Re: ● Upcoming Mod Info, and Suggestions ●

    As soon as I can.
    "The first casualty when war comes, is truth." - Hiram Johnson
    Developer of The Long Road Modification

  20. #20

    Default Re: ● Upcoming Mod Info, and Suggestions ●

    Keep up with the amazing progress, tornnight. I'm happy to hear the general and governor system is getting more in depth. Keep it up!

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