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Topics - Jubal

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1951
Southern Realm / Faction thread; Empire of Gorinia
« on: March 22, 2008, 05:50:28 PM »
The Gorinian Empire[/color][/b]
The early Gorinian Empire was built around a network of client-states in the southeastern sea and across the continent. Under pressure from the Red Khergit, client states began to fall or rebel in the east, and the Lacadonians rebelled in the northwest. The Lacadonian revolt was crushed by General Antonius Pius Valandrus, who returned to Gorinia itself victorious. He then launched a bloody coup which exiled the Empror and put the Empire under a 100 man Senate, led by five military Commanders.

The Red Khergit were halted due to their weak naval forces, and Commander Valandrus appointed one Lieutenant Varmuna to lead a puuntive expedition to retake the small frontier town of Orentanum and perhaps form a frontier against the states of the Geroian Peninsula, who had funded the Lacadonian revolt a decade earlier.

Varmuna was more than successful, sweeping the enemy from Orentanum and then taking the city-state of Maris, before continuing to push as far as the south of the almost unheard of northern land of Calradia, even wresting the fords of Buillin from the Nordic defenders. He has been appointed Commande, and is seeking to expand Gorinia futher into Calradia.

The Goriniae rely on flexible, tough heavy infantrymen to form a solid core on which genrals cna focus strategies around a divers array of Auxiliaries, archers and even the powerful Kataprachtoi.
    The Auxiliaries are an important part of the force, and come from a separate troop tree with the slvae recruit as its base unit.

Religion;
88% Varalite
7% Conirile
4% Orinite
1% Other

Ethnicity;
39% Gorin
26% Pelean
24% Lacadonian
6% Geroian
3% Dharrok
2% Other

Troop Tree

Citizen
Literally a citizen of the Gorinian empire pushed onto a battlefield, citizens are only the most raw of recruits and should not be truted to stand and hold a battle line.

Recruit
Wearing decent padded cloth and armed with sword and shield, the newer Gorin troops are nevertheless tough infantry for their level, although they will be destroyed by tougher troops.

Infantry
The Gorin Infantryman is one of the most dangerous troops in the game. Wearing good armour, with a large shield and sword, these troops are effective in both attack and defence, and can hold a battle line against all but the most aggressive of foes.

Theromin
The veterans of the Gorin forces wear armour normally reserved for heavy cavalry in other factions. Depite being slow and encumbered, their phenomenal capability at swordplay and their stubbornness in holding against all comers more than makes up for this.

Senatorial Guard
The Senatorial Guard struggle along on foot, encased from head to toes in plates of steel. Almost impossible to kill, they wield thier swords witha deadly efficiency, and when they get to en enemy battle line there are few troops in Calradia that woould be able to stop them slowly mincing thier way through the enemy ranks.

Cavalry (from infantry)
The Gorin cavalry are effective medium horse reasonable in attack or defense. Though outmatched by heavy cavalry, they can give enemy light cavlry a sever beating and provide a deadly tactical flanking force.

Kataphraktoi
The Catphract cavalry are the toughest mounted troops a commander in the Gorinian Empire can field. Altough they are not the most powerful in the world, they nevertheless command the respect and awe of all but the best enemy troops, and are deadly on impact as they trample enemies beneath thier hooves.

Slave Recruit
The secondary troop tree for the Goriniae, which has skirmish and ranged infantry and light cavalry, starts with the very humble and often very dead slave recruits, always the first to die in the name of the Empire.

Light Auxilia
Armed with javelins and spears, the Light Auxilia are useful as a skirmish force at the start of a battle, and to beat off enemy cavalry, althoughwith only light armour to portect them they are often killed off fast by enemy infantry.

Auxiliary
The Auxilia are equipped similarly to an infantryman, but with spear and javelin rather than sword and shield. They can beat back most cavalry effectively, and are well armoured enough to hold out against many enemy infatry, but should not expect to win a foot battle alone

Archer Auxilia
The final grade of Auxiliary troop is the archer, which helps the Goriniae with thier lack of seroius ranged support. Although somwehat few in number, the Archer Auxilia can turn the tide of battles and are considered tactically very important as a chance to give serious ranged power to a Gorin force.

Mounted Auxilia (from Light Auxilia)
The Mounted Auxilia are the Gorinan Empire's skirmish cavalry - they forage and scout for the armey, and provide harassment with their javelins at range. Although weak as combat troops, thier spears can nevertheless be worrying on the charge, and should not be underestimated.

1952
Tutorials / A Comprehensive guide to scene editiong
« on: March 22, 2008, 09:35:15 AM »
[size=14]THE ULTIMATE SCENE EDITORS GUIDE[/size][/b]

Scene editing is a difficult and frustrating part of modding, but any modder wishing to create an immersive game experience really does need to get it right. This guide should help with that...

Enabling Edit Mode

Either;
1. On the options screen before you start Mount&Blade, click on options.
2. Select to open in windowed mode.
3. Click the advanced tab.
4. Select to open in Edit Mode.
5. Run the game. Edit mode will now be enabled.

Or do steps 1, 3, 4, and 5, then when ingame press alt+enter to got into windowed mode.

With edit mode enabled, you can go to any scene in the game and press cntrl+E to get the edit menu bar. It has five tabs on it; terrain, colour, items, AI mesh, and heights.

General Scene Editor's Advice
Remember, the aim of a scene is NOT to create a perfect model of a town, village or city for the player to wak around. It is to create something which LOOKS TO THE PLAYER like an exact replica of a town, etc. Make sure all the areas the player can go around look good FROM THE PLAYER'S PERSPECTIVE, and you'll be fine. In village scenes, you can actually affors to be a bit lax on the outer edges of the scene because nobody ever goes there, but that's the only real exception to the above.
Also, scenes are more than just vessels to have charcters in. they can be intersting, challenging and fun parts of the game in themselves. Use secret passageways and easter egg secions, and add detail to your towns and in castles; it makes thegaming experience far more immersive for the player.

Ok, now let's start editing. Use the W,A,S,D controls as usual, LEFT click to swivel the camera, and RIGHT click to place objects, increase height or paint terrain.

Colour
This paints the terrain a statndardised, fixed RGB hue.

AI mesh
This shows the AI where it can and can't walk. I'll document this properly when I've messed around with it more.

Height and Terrain
The first thing to think about when creating a new scene is the basic lay of the land. Height is the first part of this; make suer your map has believeable gradients and  that there are no sudden vertical drops unless you want a cliff.
It's best not to use the editor on the maximum weight and hardness as this make the height go VERY fast.
     Another point to note with the height editor is that by lowering the map to a certian level you can create water feautes such as pons or lakes. The level can be edited in the terrain generator or in module_scenes,py.

Terrain is equally important to height, and far more difficult to get right. A good mix of terrains is necessary, and the trick is not to make the joins too obvious.
      However, there's a catch. On joins between several terrain types, you get a partially transparent rim. There is as far as I know (but I'd love to be proven wrong), no way around this except care and carefulness.

Objects
The most important section bymiles. All scene objects, in-scene passages, scene exits, charcter entries, and so on are defined in the Scene objects.

When placing objects, there are five menus; plants, items, scene props, passages, and entry points.To place an object select add object and right click where you want it to go. The objects will all start in a single, fixed rotation, facing the camera. This is different for different objects, even some quite similar ones.

After or during placement, you can use a number of keys to move and maniplaute the object, these are as follows;

T moves it up and down
G Moves side to side OR back to front
U rotates.
X Rotates arond the X axis
Y Rotates arond the Y axis
Z Rotates arond the Z axis
B enlarges or makes smaller

Plants is the sipmlest of the menus. it contians trees, bushes and rocks which you can scatter around. They look good with the forest terrain beneth them.

Items simply places the mesh of any one of the player items defined in module_items.py, indcluding horses.

Scene Props is the largest and most important menu. It contains all the buildings and props, as well as light objects and barriers.
     When placing buildings, walk round them with your charcter after plcement and check that they are on ther cround properly. It's easy to fix by raising the ground a bit, but looks very shoddy if you leave it.
      The Fake House props are for city use only, but are amazingly useful. The fake_house_far props are equally importnat, and should be placed behinf the fake houses to give the impressiont hat the city goes on a lot further than it actually does.
       Make sure you check that the player actually IS kept in the area you want them - use a barrier if you need to, but remember barriers are wierd if you don't add some kind of object to visibly block the player.
      One major problem with t eh smaller props is that most of them have their center point at ground level, so they are placed half underground. the best solution is to place a wall where you want the item and then place it at the right height up against the wall. This done, you can exit edit mode and delete the wall,leaving the item where you want it.
Particualr props of note
     The dungeon inside props are very useful in indoor scenes, and are much underused.
      You'll find stone_step_a very useful, just to get the player up onto that nearly-reachable platform you've placed.
       Castle_f_wall_way_a is lovely for making balconies.
       Earth_Gate_A is really nice for blocking gaps between houses, altohugh the arena barriers are also good for this.
       Castle_f_tower is also really nice as you cna wlk up it, allowing you to have an NPC at the top of a tower who the player can go u and talk to.

Passages
These are points at which the player, when facing the BLUE FRONT of the passage, can  jump to another scene (or a different point in t he same scene). Which scene it is is defined in module_game_menus.py.The Entry Point defines the Entry point the player will come in at in t he new scene, and the Menu Item defines which scene the player goes to.
In ALL CITY SCENES (Castle, Tavern, Streets, Shop)
0 - Castle
1 - ----
2 - Castle
3 - Town Centre
4 - Tavern
5 - Shop
6 - Arena

In castles;
0 - Inside
8 - Courtyard

Entry Points
Entry points are quite simply points where theplayer or an NPC enters a scene. Simple? NO WAY. There's a very ocmplex system of which numbers go with which specific NPCs, and woe betide those who do not follow it. For any NPCs you add, you can simply define the point number you want to use (up to a max value of 60), then simply slap the point down where you want it ingame. However, for guards, guildmasters, lords, and so on, the troops HAVE to have particular points in place to deploy correctly.

The following points are in every scene of thier type, some are required, the green ones are just accepted conventions;
Villages;
0 - Player
11 - Village Elder
30 - 40 - Village Walkers
45 - Fugitive from Lord quest

Town Centres;
0 - Player whn entering on foot
1 - Player when entering on horseback
11 - Guild Master
23 - Castle Guard
24 - Prison Guard
25&26 - High Level Guards
27&28 - Low Level Guards
30-40 - Town Walkers
9 - Armor Merchant
10 - Weaponsmith
12 - Horse Merchant


Castle Indoors (In cities or in castles)
0 - Player
6&7 - Guards
16-24 - Lords

Castle Outdoors
40-42 Guards

Taverns
0 - Player
16-24 - Tavern Mercenaries, Travlers, etc.
9 - Tavern Keeper

Arenas are very complex and I haven't investigated them in much depth yet.

Anywaly, I hope this tutorial was useful...

1953
Total War Mods - The Engineer's Shed / Smaller Mods + Micromods list
« on: March 22, 2008, 08:18:31 AM »
Smaller Mods

Smaller Mod list, these mods I have selected as being good for mixing up with others to create Mixed Mods. They are all quite similar to Vanilla Rome, but with minor alterations. Modder's names are given in the linked threads or download pages, you may wish to ask permission to use any of these in a mod.

Dismounted Scythia
Gives scythia a better runit roster, adding infantry to the faction.
Thread

Rise of Etruria
Merges the romans into one faction, adding the Etruscans into the game.
Thread

Andalus' Additional Unit Pack
Gives new units to many factions, including some not released in vanilla rome.
Thread

Roadwars!
This gives a roman civil war from the start and highways in every province - a major benefit to cavalry armies, and one which speeds the game up a bit,
Roadwars Download

Unified Rome
Does, as it says on the tin, unify rome into a single faction, giving you three slots to play around with.
Download

All Factions Playable
This mod enables you to play all factions in the Imperial Campaign and also ads maps and descriptions to the new factions.
Download

Micromods

This is just a database section for really tiny (1-2 files) mods that people have made. They are all free for use in your own mods, but you should credit the modders as below.

Cities Alive
A mod for RTW 1.5 that gives the cities a vastly expanded range of city walkers, just to make your city views more interesting. Credit; Jubal

Walls of Jericho
A mod for RTW 1.5. This make sieges generally more fun by giving different rams to each faction and increasing flammability of all buildings other than walls to full (doesn't affect the gameplay, but makes the pyrotechnics WAY better if you happen to have some onagers on flaming rocks) Credit; Jubal

1954
Total War Mods - The Engineer's Shed / Micromods
« on: March 22, 2008, 07:55:43 AM »
This is just a database thread for really tiny (1-2 files) mods that people have made. They are all free for use in your own mods, but you should credit the modders as below.

Ciites Alive

A mod for RTW 1.5 that give the cities a vastly expnaded range of city walkers, just to make your city views more interesting. Credit; Jubal


1955
Southern Realm / Southern Realm
« on: March 18, 2008, 07:43:52 PM »
[size=14]SOUTHERN REALMS[/size]
A JUBAL BARCA PRODUCTION FOR MOUNT AND BLADE

Download[/color][/url]

Theme
Southern Realms gives the playr vastly more lands to explore around Calradia, in a world with more features, depth and new places to explore and things to do than ever before.

Features
More to explore;
- Map doubled in playable size
- 9 new factions with full troop trees
- Expanded troop trees for all factions and bandits
New features;
- Sea battles
- Tactics Mod
- Shield Bash
New jobs;
- Assassin skills and training
- Become a town watch commander
- Town watchmen spawn round towns
More to do;
- Faction navies
- More parties on the map to fight

1956
General Chatter - The Boozer / WBU - SNIPERS!!!!!! Get down!!
« on: March 18, 2008, 07:35:12 PM »
The forum spam thread, any spam anywhere else is and offence, but here....


OMG SOFA!  :lol:

1957
Announcements! The Town Crier! / Exilian...
« on: March 18, 2008, 07:18:09 PM »
Mixed Mods is down. TWC overrun by n00bs and M2TW players (who I'm jealous of for having a newer game than me). The internet is therefore by a long leap of logic in crisis.

THis is where we  fight back. This is where we stand. This is Exilian.


In other words, this is a temporary (perhaps to become semi-permantent) forum for homesick users of mixed mods, but with more of a focus on M&B.

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