Poll

should additional heroes be added ?

No. I like the space for standard troops.
23 (15.3%)
Yes, but low. 1-2
13 (8.7%)
Yes, but moderate. 2-4
35 (23.3%)
Yes, many. 4-6
79 (52.7%)

Total Members Voted: 148

Author Topic: Legions Mod Extended: v 1.2 (beta hotfix) AVAILABLE  (Read 23111 times)

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ealabor

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Legions Mod Extended: v 1.2 (beta hotfix) AVAILABLE
« on: March 03, 2008, 01:01:28 AM »
                        
                                                   Legions Mod Extended


Phase 1.2: beta download....
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=1&lid=714

1.2 Changelog

- Corrected scenes with new settlements
- Toned down Gallic Mercenary Cavalry
- Corrected several items in various troops
- Added precursor weapons to mid-high tier Roman troops
- Resized several parties


Legions Mod Extended: Phase 1 (beta)

Legions Mod Extended a.k.a. "LME", is an extension of "The Legions!" commonly referred to as "Legions Mod".
LME's long term aim is to pursue a more historical approach to the given timeline of 272 B.C., and also aims
at extending the playable field by including additional factions.

TESTERS ARE ASKED TO BE SPECIFIC IN REPORTING ERRORS: WHICH TOWN, WHICH ITEM, WHICH TROOP ETC.

Notes to beta Testers known issues:

- Occasionly bandit parties spawn out of designated area
- Legionary and Praetorian troop types are accessible until I can lock them up with script
- Party compositions are not yet set to accurate counts; i.e. % of Hastati,to Principes,to Triarii etc.
- Several "villages" do not belong to appropriate factions
- Settlement scenes may not match with geography; i.e. a snowy scene village in Egypt. These are placeholders until
    which time i decide to make new scenes for towns, or pick appropriate vanilla scenes.
- Many troop items are place holders for WIP models such as auxilia helms representing Thracian and Iberian helms for the time being.
- Troops are "loosely" balanced as equipment, and a system of recruitment style is not set in stone just yet.
    Reporting of excessive imbalances is still welcome.
- Many troop types have redundant titles such as "Toxotai Archers". they are defined in such a manner as to integrate players
    who are not sure of which types of troops they are upgrading towards. Full title conversion will come in further phases.






Current features for LME include:

- New playable factions:

       -  Macedon       
       -  Sarmatia
       -  Seleucid Empire
       -  Ptolemaic Empire
       -  Iberian Tribes

- Replaced Parthians with geographically accurate Dacians.

- Custom settlement icons for "Civilized" factions.

- Refinements:

        - I've Extended and further detailed Llew2's map native to Legions Mod.
        - Renaming of cities and troop types.
        - Fixed Kopis models native to Legions Mod.

- Fixed Kopis models native to Legions Mod.

- Activation of several models dormant to Legions Mod.


           
              Credit to work from original mod contributors:
              ---------------------------------------------

- Weapons and armor (RRaptor's Roman items and some items from Gladiator mod + Talon's Greek items)

- horses (Chel's horses)

- background pictures by Tiberius!

 (if im missing anyone from original mod contributors let me know so I may append you here)

             

              Additional thanks to Legions Mod, and Legions Extended team and contributors:
              ------------------------------------------------------------

Stelious and William Berne for WIP models
Lord Kosmos - Art
Llew2 - source and additional mod help
PuuKKo - source author, and permission to take Legions Mod to new places.
Spawn of Achilles
Nordmann
RayvenQ
LCJr

anyone else who trolls the LME thread and shares the same ambitions I do to see this mod to new heights


Further thanks to other modders in the community and knowledgable folks who have aided to further the mod
by simply answering questions concerning .py files - Ancient Wanker, Maw, Highlander, many more...         





LME is a WIP extension of "The Legions!" commonly referred to as "Legions Mod". LME's aim is to pursue a more historical approach to the given timeline of 272 B.C., and also aims at extending the playable field by including additional factions.


-The Legions!- itself is a contribution of several mods and many individual mod artists have donated in one way or another. It currently has a playable version and full list of credits via thread which can be located here http://forums.taleworlds.net/index.php/topic,27260.0.html

Having been a RTW player and fan, and enjoyed its many mods aimed at realism such as RTR and EB, and being a historical enthusiast myself,  I felt that Legions Mod, with the consent of the mod author PuuKKo, had opportunity to grow in such a direction.


          Team:
 ________________

Director: ealabor
Modelling: ealabor, Stelious, NOW HIRING
Scripting: NOW HIRING
Mapping: ealabor
Skinning: ealabor, Stelious
Art:  Insomniac391, NOW HIRING
Misc:





New features that LME will incorporate:

Further refinement to Llew2's Legion Mod map:








Custom settlement icons:






New factions:


« Last Edit: March 23, 2008, 03:56:31 AM by ealabor »

ealabor

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Re: Legions Mod: Extended
« Reply #1 on: March 03, 2008, 01:03:23 AM »
Mod progress status:

Legions Mod Extended will be broken down into phases of developement:

Phase 1: will cover mainly the surface aesthetics of the game. New town icons, new factions, new unit types for the factions will be in the mod in addition to the refined map. Some new art should be introduced as well.

1. Refine playable map
2. Replace Parthians with Dacians
3. Rename and/or implement accurate character names
4. Rename and/or implement accurate faction names
5. Implement custom work: models, skin, misc data Moved to phase 2
6. Implement new settlements
7. Implement new factions and troop types 
8. Refine and/or implement accurate troop names / equipment
9. Stability test mod
Once this checklist is complete, phase 1 should be available for download.
Phase 2: will cover errors (if any) concerning the first phase, as well as begin to introduce much more dynamic scripting.

1. correct bugs from first phase
2. if stability is reasonable with first phase, introduce additional factions.
3. add quests, and additional player character defining elements.
4. corrections to any possible historical inaccuracies or misrepresentations to names, troop types, or cities.
5. further refinement to map.
6. interactable wonders.

Phase 3: will delv further into scripting, as well as introduce new models to the game. In addition the mod will see development to the core, custom buildings and other scenes.

1. additional quests
2. customized scenes for the era
3. introduction of custom models such as elephants, and chariots.
4. possibly new music for mod.

Phase 4: you actually travel back in time to 272 B.C. ... enjoy




Current list of faction / NPC character names:

________
Dacians
________
1. King Zalmodegikos
2. Dizo
3. Oroles
4. Koson
5. Tarsa
6. Diales
7. Brasos
8. Tarsa
9. Rhemaxos
10.Zyraxes
11.Kallindrones
__________
Sarmatians
__________
1. High King Abeakos
2. Phidas
3. Alouthagos
4. Babai
5. Erakas
6. Rastbarog
7. Zanticos
8. Rump
9. Urgos
10.Thuskes
11.Beuca


__________
Tribes of Iberia - representing all the various tribes of the Iberian peninsula
__________
1. High Chieftan Tantalos
2. Eburankus
3. Epaphos
4. Karaecius
5. Apanus
6. Laro
7. Kalamus
8. Lukinos
9. Tiokenes
10.Melmu
11.Atinos


________________
Ptolemaic Empire - representing the Ptolemaic Empire and associated-independent Cyrene
_________________
1. King Philadelphos Ptolemaios
2. Meleagros Ptolemaios
3. Leontiskos Thraikikos
4. Eunostos Kypriakos
5. Alexadros Thraikikos
6. Lysimachus Ptolemaios
7. Eueregetes Ptolemaios
8. Arsinoe II
9. Appolonios
10.Demetrios
11.Lysandros Tanites


__________
Carthage
__________
1. Shophet Mago
2. Hamalcar
3. Hasdrabul
4. Bomilkar
5. Hanno
6. Gisgo
7. Carthalo
8. Himilcar
9. Aderbal
10.Bisaltes
11.Burrhus


___________
Seleucid Empire - representing Seleucid Empire and its vassals: Pontus, and Pahlahva
_______________
1. King Antiochos Syriakos
2. Sarpedon Syriakos
3. Alexandros Syriakos
4. Andromachos Syriakos
5. Achaios Syriakos
6. Theodoros Syriakos
7. Attalos Pergamou Mysiakes
8. Apollonious
9. Demokrates
10.Nikomedes Arianos
11.Alexis
____________
Romans(Possibly to be renames SPQR) - representing Rome, and its allied Italian cities.
____________
1. Consul Manius Curius Dentatus
2. Cornelius Blasio
3. Sergius Silus
4. Cornelius Scipio Asina
5. Lucius Cornelius Scipio
6. Caius Aurelius Cotta
7. Marcus Flavius Scipio
8. Postumius Megellus
9. Mamillius Vitulus
10.Gaius Duilius
11.Gaius Fabricius Luscinus


____________
Macedonians - representing Macedon and parts of Thrace
____________
1. King Antigonos Argeades
2. Kalos Argeades
3. Krateros Argeades
4. Alkyones Argeades
5. Alexandros Argeades
6. Demetrios Argeades
7. Karpos Aiginios
8. Androkles Klerios
9. Neikon Byzantios
10.Sotades Oresteus
11.Kleon Sepieus


_____________
Gaul Federation - Representing Arverni, Aedui, and affiliated peoples and Casse
_____________
1. Magistrate Cocolitanos
2. Malac
3. Dennoros
4. Catamantaloedis
5. Tancogeistla
6. Cavarillos
7. Orgetoros
8. Vindex
9. Tyranos
10.Borvo
11.Mallis


___________
Tribes of Germania - representing all the various Germanic tribes
__________________
1. Lord Heruwulfaz
2. Athawulfaz
3. Ansuhar Jaz
4. Hrabnaz
5. Wilagastiz
6. Harkilaz
7. Hagaradaz
8. Swartaz
9. Balthaz
10.Habukaz
11.Okaz

_______________
Hellenistic Cities - Representing all independent Hellenic city-states, and Epieros
_________________
1. Hegemon Chremonides Attikos
2. Agathokles Rhodios
3. Areus Lakedaimonios
4. Hiero
5. Iphikrates
6. Helenos Aiakides
7. Akestes
8. Ennomos Korinthios
9. Aidesios
10.Diomedes
11.Megadates Delphos



« Last Edit: March 22, 2008, 10:30:38 PM by ealabor »

Llew

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Re: Legions Mod: Extended
« Reply #2 on: March 03, 2008, 01:11:33 AM »
Excellent idea starting your own thread. Now just get those screenies over here.  :wink:

ealabor

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Re: Legions Mod: Extended
« Reply #3 on: March 03, 2008, 01:13:02 AM »
Excellent idea starting your own thread. Now just get those screenies over here.  :wink:

getting there :P

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Re: Legions Mod: Extended
« Reply #4 on: March 03, 2008, 01:36:58 AM »
i'll make some models for you if you need me to. this is one of my favorite mods (legions), and this extended version sounds like it will top the original easily.
IF YOU WANT TO PM ME, PLEASE DIRECT THE MESSAGES TO "cool_guy", NOT "Commissar".

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Re: Legions Mod: Extended
« Reply #5 on: March 03, 2008, 02:08:45 AM »
good luck with your project ealabor

ealabor

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Re: Legions Mod: Extended
« Reply #6 on: March 03, 2008, 02:27:05 AM »
good luck with your project ealabor

thanks :)

UBERMANN

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Re: Legions Mod: Extended
« Reply #7 on: March 03, 2008, 02:29:57 AM »
NICE im looking forward to this mod good work!

fedeita

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Re: Legions Mod: Extended
« Reply #8 on: March 03, 2008, 02:30:48 AM »
i think you cant use imperial legionaries in 272bc...

ealabor

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Re: Legions Mod: Extended
« Reply #9 on: March 03, 2008, 02:38:20 AM »
i think you cant use imperial legionaries in 272bc...

correct

Scaevolus

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Re: Legions Mod: Extended
« Reply #10 on: March 03, 2008, 06:24:58 AM »
A new thread is exactly what this mod needed.

Since so many things are going to be altered it's practically a new mod in itself.

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Re: Legions Mod: Extended
« Reply #11 on: March 03, 2008, 06:36:35 AM »
haha, a mod for a mod eh? :lol:

nice models and such, keep up the good work man.
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Ewout

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Re: Legions Mod: Extended
« Reply #12 on: March 03, 2008, 08:39:22 AM »
the map looks great!, cant wait to play this.

ow by the way, what troops will germania get? something like Batavian horsemen, Frisian pikemen and Longobardian swordsmen? (just to name a few ;))
« Last Edit: March 03, 2008, 08:44:11 AM by Ewout »
The mod's I play:
[Hegemony 268BC, by Ealabor] http://forums.taleworlds.net/index.php?board=98.0                         
[The Eagle and The Radiant Cross, By D'Sparil] http://forums.taleworlds.net/index.php/board,95.0.html
[Knights, by Couched] http://forums.taleworlds.net/index.php/topic,54003.0.html]
[The 1257 Edition, by Spanky] http://forums.taleworlds.net/index.php/topic,42570.0.html
[Star Wars: Calradia, by HokieBT] http://forums.taleworlds.net/index.php/topic,40510.0.html

FrisianDude

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Re: Legions Mod: Extended
« Reply #13 on: March 03, 2008, 10:49:11 AM »
I'm gonna love this. I am. But, Ewout, fellow countryman of mine, Frisian Pikemen?
Never heard of Frisians being known as pikemen. But regional troops'd be lovely.
« Last Edit: March 03, 2008, 10:52:31 AM by FrisianDude »
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. A nice link to my mod ;)

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Re: Legions Mod: Extended
« Reply #14 on: March 03, 2008, 11:17:47 AM »
If you're going to put Scandinavia to eternal freeze, you should freeze the Baltic Sea too, duh. It was frozen all over even in these times of global warming, some seven years before now? Freeeeeeze it. And make some fishing holes. And you could widen the Gulf of Finland a bit, although I don't know what it was like "before christ."

Even if no-one will ever even think of doing anything relevant in there in this mod!!! It's still wrong.

Yeah, I love complaining about minor stuff.

By the way, did Iceland exist way back then? New islands still born and sink at those volcanic areas...

And since the last Iceage, the land in scandinavia rises up a meter every hundred years or something like that, so I don't think Denmark has remained the same for over 2000 years... (It rises up because the huge shelf of ice pushed it down; at some time in the future, the baltic sea will probably vanish, though it takes an eternity)
Men change quite fast.