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Messages - megustapracticar02

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Announcements! The Town Crier! / Re: Exilian...
« on: March 18, 2018, 07:22:01 PM »
So this is the founding post of Exilian... Good lord. Should be kept in a museum for all to see and remember.

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: March 17, 2018, 02:36:38 PM »
Hello Jubal!
First of all - congrats for the upcoming tenth anniversary  ;D Truly a remarkable date for anything on the Internet.

So my question now is: can there be, should there be and will there be mercenaries in Narnia: Total War? When you play around there are no mercenaries at all ; descr_mercenaries is blank. Perhaps were you lacking time?

Though of course many peoples would be above selling their services to others, such as the Talking Beasts, there could be some mercenaries which I'll suggest here:

-Dwarfen Hirelings: recruitable in the territories of the Dwarfen States and Marauders, these avaricious Dwarfs will serve any who can pay. Expensive, but well-armoured and stout.
-Telmarine Wandering Knights: you can find these from Telmar to Narnia passing by Koraly, but rarely. Wandering Knights travel the world in search of adventure and payment. They come in small bands of cavalry armed in the Telmarine fashion.
-Pirates: found along the coasts and islands of the Great Eastern Ocean, the Pirates are light raiding infantry that can fight ferociously. Only if they'll win, though. Think Cilician Mercenaries in RTW vanilla.
-Rogue Tarkaans: the nobility of Calormen is difficult to control, and these lords have taken their household servants with them in rebellion. They will rally to anyone who can provide for their needs. Not too well armoured but determined.
-Dumb Giants: it's extremely difficult to find Giants to fight for you. A shame that they're so expensive - for all the food they eat - and that they'll often charge without orders. Get them anywhere north of River Shribble.

That's all for now, I could write descriptions if you need to, hope you'll appreciate them!

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: November 16, 2017, 05:42:44 PM »
Hey Jubal! Been away for some time. Hope all is well  :)
I was wondering what had happened to the menu soundtrack? Did you fear copyright problems? And also what's the name of the 'new' soundtrack?

Also my game doesn't crash anymore *phew* Seems pretty random.

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: October 28, 2017, 12:05:17 PM »
Huh weird, I use the non-Steam version btw. No clue why that may be. Will look into it.
About Redhaven, it's mentioned in the Dawn Treader (Redhaven on the island of Brenn) and it's also on the maps. I don't have too much time either, so it'll stay like that for some time probably.
Also noticed that you packed in a bunch of campaign savegames in the original folder, didn't look at them, what are they about? Or just some playtests ???
Anyways, hope you'll have *some* time after Christmas.

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: October 25, 2017, 05:47:27 PM »
*grammar nazi incoming*
I know this may be rather annoying to you Jubal, but I've picked up a few errors (and I've got a question as well):
- it's not Teshishbaan, but Tehishbaan (without the first s). The mistake is pretty consistent, in the city name, in the Guards of Tehishbaan description as well (which are an awesome unit btw), should be corrected
- the settlement of Redhaven for the Seven Isles should be on the south western isle (isle of Brenn), not at the north eastern end.
- Drintport shouldn't even be a thing (though I assume it's for gameplay reasons?)
- wouldn't it be more appropriate if Cair Paravel was of roman/greek culture instead of being an egyptian city, or was it to stick in the Warhammer TW's (mod) pyramid model for the city to make it unique? I just looks weird, when you take Cair Paravel, having to fight in an egyptian town.
- again, convenience really, but perhaps set the date to the canon 2303 NY (2303 AD internally) to make sure years don't go in reverse.
- this is utter nitpicking, but perhaps something could be done about the Greek, Roman, Barbarian and Carthaginian names being thrown around? It would require a lot of work, but perhaps make an entire name catalog for the game? Two suggestions already: make 'Tarkaan' the only family name for the Calormenes; and add Gumpas as Governor of the Lone Islands when the game starts.

That's it for the corrections, so every time I quit the game (it all works perfectly), it crashes. No influence on the saves or anything, its just a bit rough. Haven't looked into it, but could it be because of adding new buildings to the Carthaginian culture in the export_descr_buildings file (at least that's the only reason it ever did that to me)?

Do consider rectifying these errors, maybe release a patch or something? But do continue doing what you do best :)

Megustapracticar02


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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: October 23, 2017, 07:55:58 PM »
Thanks! Good to know...

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: October 22, 2017, 03:14:51 PM »
So Jubal, I know that this isn't exactly the best place to ask this, but how do you change the campaign UI (as in which files)? In the mod, the end turn symbol is a clock, which I find really cool, so I'd like to find out how to do so.
(also good to know that you fully utilised my Temple of Tash description, though only a part of the Galmian Sailors one  :'(

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Narnia Total War / Re: Narnia TW Users' Guide & FAQs
« on: October 19, 2017, 05:58:02 PM »
Once again congrats for the full release (can't say that enough!)  :)
 So the quests thing seems to have some rather interesting mechanics. Now I've been modding for a few months an I'd like to know how your unique buildings (Voyage of the Dawn Treader, Tunnel to Bism, etc.) can only be built by a certain faction, and only in one province.
Is it a combination of a hidden_resource and requires faction ( narnia, ) in the export_descr_buildings, or is there a way to make a building require a special trait or ancillary from a general?

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Narnia Total War / Re: Remaining TODO before release
« on: October 18, 2017, 06:01:04 AM »
In either case I'd be honoured  :) but you can just credit me with my username, easy enough.

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Narnia Total War / Re: Remaining TODO before release
« on: October 16, 2017, 06:00:17 AM »
A-HA finally! Will be the first to download it  :)
Excellent job for everything!

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Narnia Total War / Re: Remaining TODO before release
« on: October 04, 2017, 07:51:27 PM »
Very good to know Jubal! Sorry to hear about that hacking attack. Anyways, just to say that I sent you the work earlier today, hopefully you'll be able to receive it.

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Narnia Total War / Re: Remaining TODO before release
« on: September 27, 2017, 04:58:55 PM »
Actually I've got a lot of free time, so I'll be up for it if you send me the list  :)

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Narnia Total War / Re: Remaining TODO before release
« on: September 24, 2017, 01:15:20 PM »
Good to known my (very minor) work was appreciated!

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Narnia Total War / Re: Remaining TODO before release
« on: September 10, 2017, 04:03:13 PM »
OK good to know that I am some use to you :)
They'll be ready by next Saturday I think, does that sound good?

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Narnia Total War / Re: Remaining TODO before release
« on: September 10, 2017, 02:23:33 PM »
I've meddled about in the files for some time now, though I wouldn't even call myself a half-modder.
However out of all the things you listed, I can probably do all the ancillary work if needed and can write the descriptions for any required units.
PM me (if that's the appropriate means of communication on this forum?) if you want anything from me, I've got some free time.

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