First i'd like to thank the people that have been patiently following the mod through the course of developement. However the recent turn of events has left me.. up shit creek without a paddle one might say. So, rather than get frustrated on the matter, I decide to view it as an opportunity.
What I propose to do is start work on a mod which will allow me to simultaneously progress work on 268 B.C., while also developing the new mod which will essentially be a primer for 268 B.C., and also work as a beta mod.
This was originally going to be the idea behind Reign of Camelot, which would have allowed for the testing of custom features for 268 B.C., though after some realization, there was misspent effort into the mod, which was not benefitting 268 B.C., such as the scenes (though I did learn some tricks), and growing ambitions to indulge in some nifty scripts which would have detracted from the parent mod.
Also what weighed heavily on this decision is to get the material contributed to the mod by so many people, released in a form which could be done in a timely manner.
Now let me explain to you why this is the wisest of decisions;
At present in order for 268 B.C. released, I would have to port the mod to latest version, construct new props, and complete scenes with said props for a variety of cultures. What also would have to be done is finish integrating faction troop trees and cultures, equip said troops (over 1000 troop tuples), then if I want the mod to be unique, would have to integrate and test/ bug hunt the new proposed features. Beyond that I would also have to resolve the issue which is causing the game to randomly freeze, since having switched to new comp.
Thinking about that just makes my head explode!
In contrast, this beta mod will allow me to tackle those issues one problem at a time, while still being able to get a workable testbed released in short order. This is important psychologically, however beyond that there are many more benefits including:
1. Research and excess material for 268 B.C. has amassed to the present total of some 6.2 gigs, and the mod itself now sitting at 700 megs, with content still left to go in.
And of all that content there is some that needs to come out. Over the course of developement there have been skilled contributors, and myself gaining some skill has left the mod with some antiquated models and textures which will need to be pruned, in order for the mod to have a consistent quality, as well as cutdown on size.
2. This means that code needs to be pruned as well. There is in order some 100+ custom props now, and in associated BRF files, which are registered in the module, of which now only 10% will be used (the newest revision of props).
3. Aside from the previously mentioned benefits, the test mod will allow me to focus on tasks in a much more manageable scale. I will be using just the base number of factions for native - 6 as opposed to 268 B.C's proposed 25.
4. I will skip the port and just start on a fresh module system. I guess you could call it a stage port, where the old code is gradually brought in, in stages. Rather than having to bring over the entire code in order for the mod just to function properly, I start with the base code which works by default, and then I can inject the custom code in bits at a time when I am comfortable with moving on to the next task.
Now regarding the theme of the mod, it's incidently set proxy 268/269 A.D.
My initial thinking was to just keep to the current time setting and scale down the map and factions. However I wanted to preserve the scope of the mod, in terms of map size and center quantity. This would mean less work when eventually converting the mod to 268 B.C., as I won't have to roll up a new map and have to add the centers back in and move them around the map.
So nothing else really came to mind that would offer that, as well as not be overladen with factions, while still providing an outlet that could see some use of current work done.
There will need to be some custom stuff generated, but this is not significant as the factions are largely homogenus. Essentally Romans beating on Romans, with some barbarians mixed in which at this point use alot of the same gear as the Romans.
Ideally when this mod is ready to go out, the work load that will be left to get 268 b.c. converted and out the door will be less significant. Essentially what would be left then is to add the factions and troops, convert the existing ones, and alter some scenes.
While that would be going, the beta mod players would be providing feedback on custom features and such which could be changed or fixed.
So there it is in a nutshell. Any questions just ask
Follow the development here: http://forums.taleworlds.com/index.php/board,208.0.html