So I was going through teh textures, as is my duty and I realised something.
With regards to the Empire, we could give all of the different provinces a different colour scheme. It wouldn't be hard and, well it would probably be pretty cool to see all those different units.
I was thinking for instance, Hergig could have the Hidden Resource = Hochland. Then have Empire Spearmen, Swordsmen, Halberdiers, Archers, Crossbowmen and Handgunners in green and red have the unit type, empire_*what-have-you*_hochland.
Have the building make the green and red ones when in the presence of the Hochland hidden resource and there you have it. Just do the same with all of the other provinces.
EDIT* Sorry I was in a bit of a hurry before so I forgot to mention the main gist of my idea. With the Empire represented by one, visually diverse faction, we would have a slot to play with. Two if you were to consider my previous idea regarding either Orcs and/or Beasts counting as the Rebels. Potentially three if North Empire were dropped and Beasts and Orcs were considered Rebels. With these three factions we could potentially open the map up further. Those three could replace Dragon Islanders as Ind, Cathay and Nippon, still leaving us with one slot. Who knows? Khuresh perhaps, though I may be biased. :P
Cheers
As much as I'd agree, Dragon Isles seem to be one of the more complete factions. I'd recommend making Beastmen rebels myself actually, it fits them.
But I would disagree when it came to Orcs. Just gotta have em to be a definitive Warhammer game.
I'd agree w/ the Empire proposition as well.
I'd still move for a Southlands faction, but there's some nice options.
Campaign Region Factions;
Estalia, Norsca, Southlands, Another Chaos Warrior Faction [Split into Khorne, Tzeentch, etc], Ind
Elsewhere: Cathay, Nippon, Hobgoblin Khanate
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Anyhow, I'll be working on faction stuff off and on here. I have a Starcraft 2 mod I've been working with.
Too big a map and the game slows to a crawl. There's also the cultures thing to think of, it'd be weird adding a new faction that had to have the culture aspects of the human factions but blatantly wasn't one.
QuoteAs much as I'd agree, Dragon Isles seem to be one of the more complete factions. I'd recommend making Beastmen rebels myself actually, it fits them.
Well the reason I brought up the DI was the fact that, of all of them, they are the largest part non-canon, for want of a better word.
QuoteBut I would disagree when it came to Orcs. Just gotta have em to be a definitive Warhammer game.
In a perfect world, we'd have factions for everyone, but let's face it, we're badly restricted for factions. BTW, is the a faction limit in Medieval II? Because if not, what if we were to port the mod? I mean sure we miss out on chariots but, diplomacy options are good apparently.
QuoteCampaign Region Factions;
Estalia, Norsca, Southlands, Another Chaos Warrior Faction [Split into Khorne, Tzeentch, etc], Ind, Cathay, Nippon, Hobgoblin Khanate
I'd agree with all bar splitting Chaos and having the Khanate. The Hobgoblins are in the Chaos Dwarves and probably should stay there for uniqueness sake. As to splitting Chaos, I just think that we've got so many other, better choices. For instance, Estalia would be really nice.
QuoteAnyhow, I'll be working on faction stuff off and on here. I have a Starcraft 2 mod I've been working with.
Hey Jubal, do we have a StarCraft section on here? And don't forget to let us know how that goes Barbasol. ;)
QuoteToo big a map and the game slows to a crawl. There's also the cultures thing to think of, it'd be weird adding a new faction that had to have the culture aspects of the human factions but blatantly wasn't one.
Well yeah the map issue could be a bit of a problem. Surely though, a large map but with larger regions wouldn't be so bad? I'm just spitballing here.
And yeah the cultures is a problem. How many slots are there and what have we got already?
Oh and Jubal, you didn't respond to my idea about the different uniforms for the State Troops. Doing that would at least give us one faction slot to play with. And renaming the Rebels to Beastmen gives another. Estalia and Southlands perhaps? That way the map doesn't have to get bigger, just add in a few regions for the new places.
Anyway, I hope you don't think I'm being pushy, I'm just trying to think of ways we can make a great mod better. :)
Hm. I dunno. I personally like having two Imperial factions, and it's one of the very oldest elements of the mod. Beastmen i'd consider more so, but we have no Beastman models which makes the point comparatively moot for the time being. I'm unsure about using that faction for southlands lizardmen or estalians though, since they're in the Barbarian cultural group.
Either way, my strong suspicion is that fleshing out the factions we have and working on balancing and scripting for the campaign is a large task and is probably more worth concentrating on than trying to fit more factions in right now. As for porting, again it's a lot of work for the payout.
Starcraft? Nothing yet, but we can always get sections set up if we need 'em. :)
P.S. Did you ever make much progress on that skinning list?
Yep I've actually done a fair amount on that list. I'll give you an idea of what I've done later. I'm not finished because I've been really busy but I'm getting there. :D Anyway you're probably right about the campaign being a lot of work. Although if you need some help with that, I've been tampering with the files for a bit now, so I may be of some use to you. :)
I've also got a friend who reckons he has 3DSMAX. I'll get back to you on that one.
If we can get models, that does change the equation a LOT I admit. Nevertheless, I'd like a really good campaign with the current factions as priority #1.
Well as far as the campaign goes, is there anything that needs to be done there? Cause I've finished the names and I'm cleaning up those textures at the moment.