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Messages - megustapracticar02

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16
Narnia Total War / Re: Remaining TODO before release
« on: September 10, 2017, 11:10:53 AM »
Good luck finishing it all! And it's all good, I'd rather wait and have a perfect mod. I could help a bit if needed.

17
Narnia Total War / Re: Narnia TW Preview on ModDB
« on: September 05, 2017, 05:12:38 PM »
Great work Jubal, just as I wanted  :D

Now waiting for the release date... Hopefully not too long :P

18
Narnia Total War / Re: Narnia TW Preview on ModDB
« on: September 03, 2017, 07:44:34 AM »
Well they should be able to build ships, only out of necessity, that's all. Galma is fine how it is as it usually revolts anyways.
Do what you want really  :)

Also this'll be my last proposal to the mod, but have you set faction relationships in the descr_strat? I remember all relationships being neutral in the first release, has that changed?

19
Narnia Total War / Re: Narnia TW Preview on ModDB
« on: August 29, 2017, 06:28:34 PM »
Yes you're all correct, it's confirmed in both Prince Caspian and The Voyage of the Dawn Treader :
- "Of Navigation ("Which is a noble and heroical art," said the Doctor) he was taught nothing, because King Miraz disapproved of ships and the sea."
- [Doctor] "Your Kings are in deadly fear of the sea"
- My VOTDT book is missing but there was definitely a passage on how the seven Lords had to hire a Galmian ship with Galmian sailors.

So they would only build boats in great necessity.

20
Narnia Total War / Re: Narnia TW Preview on ModDB
« on: August 28, 2017, 07:11:06 PM »
Thanks for the warm welcome  :)

I'd think it'd be best to have Cornelius, Trumpkin and Trufflehunter as unique ancillaries to Caspian (as they were the first followers)  then hold other characters back. For example, Reepicheep would come to him if he wins a great battle, or something, etc.

Another point I'd like to mention (I know, another. But I'm  nearly finished  ::) ) is removing most shipbuilding abilities for Telmarine Narnia, considering that in the books it's explicitly stated that they aren't seafarers and fear the water. It would add an additional challenge and be more lore accurate.

21
Narnia Total War / Re: Narnia TW Preview on ModDB
« on: August 27, 2017, 07:10:38 PM »
Hey Jubal,

I'm here from ModDB, created an account on this forum just to talk really ;D

Once again, looks great (can't say that enough).

About ancillaries, I've got a specific wish that perhaps you could implement. It's about adding some unique characters as ancillaries, such as (but not limited to) Reepicheep, Doctor Cornelius, Trufflehunter the Badger, Trumpkin etc. They could all have their own effects (Cornelius could give +2 management as he's a wise man).

Another thing that I thought would be interesting was the addition of a new naval unit: the Great Sea Serpent (as found in the Voyage of the Dawn Treader). It would be completely unique, of the rebels, wandering somewhere around the ocean and very strong. I thought that it wouldn't be too much work as you don't have to create the model for it.

That's all,  tell me if it's feasible.

Yours, megusta

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