Author Topic: Rise of an Emperor(Modeller needed).  (Read 2879 times)

0 Members and 1 Guest are viewing this topic.

Atreo

  • Recruit
  • *
    • View Profile
Rise of an Emperor(Modeller needed).
« on: March 14, 2008, 07:39:32 pm »
This is a mod based on the early times of the rise of Charle Magne.

FACTIONS:
Byzantine Empire(or Eastern Empire)
Franks
Longobards
Slavs
Moors
Papal State(it will have only Rome)

Other cultures will be represented as mercenaries(Goths,Hispanics,Italians...).

FEATURES:
A new map of part of Europe(France,Italy,Spain,Balcans)
New items
New scenes
Renamed cities and Lords
New mercenaries
New parties
Other minor changes.

FUTURE FEATURES:
In a late future I'm planning to implement the chance to become emperor,I'm not exactly sure how it will evolve,but it's something that will happen.

HELP NEEDED:
I can work with python and the scene editor,but I'm nor a modeller nor a texturer,so even if I found some useful items around(I'm going to ask the permission to the respective creators)I'm still in need of some others,so if anyone would give a hand,would be really appreciate.
And,also,I've never did a whole new map,so I don't know if I'm able to do it or not,then if there's anyone who would help me would at least speed up the developement of the mod.

Suggestions are more than welcome.
« Last Edit: March 16, 2008, 11:58:40 am by Atreo »

Redcoat - Mic

  • Captain Carebear
  • Grandmaster Knight
  • *
  • Welcome to the Machine.
    • View Profile
  • Faction: Swadian
Re: Goth war
« Reply #1 on: March 14, 2008, 08:00:31 pm »
Needless to say, got the completely wrong impression from title. Was hoping it we be Chavs vs Bagheads mod. Ah well, good luck!
Love forever, love is free.

Amigo

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Goth war
« Reply #2 on: March 14, 2008, 10:49:52 pm »
Needless to say, got the completely wrong impression from title. Was hoping it we be Chavs vs Bagheads mod. Ah well, good luck!

same here, i would write it too if i havent seen it already  :).

so you didnt make anything yet? you may better start modeling yourself, it very easy and its good to know.

add slavs and franks, i thought that burgundians and langobards were quite similliar, variety is usually a good thing
« Last Edit: March 14, 2008, 10:53:11 pm by Amigo »

Merlkir

  • Grandmaster Knight
  • *
  • This is not me. I'm a distinctive bastard.
    • View Profile
  • Faction: Neutral
Re: Goth war
« Reply #3 on: March 14, 2008, 10:57:06 pm »
Woo, good choice! I'm reading Prokopius atm, his books take place right before the mod though ;)
Don't make me get all Merlkir on your ass.

"The fire sword is an ancient weapon of mediocre power!" "They are somewhat agitated by your combo attack!"

^remember, cheaper isn't always better.

Commissar

  • Knight
  • *
  • penis
    • View Profile
  • Faction: Neutral
Re: Goth war
« Reply #4 on: March 15, 2008, 02:05:29 am »
yes.


!!!
IF YOU WANT TO PM ME, PLEASE DIRECT THE MESSAGES TO "cool_guy", NOT "Commissar".

Elenmmare

  • Grandmaster Knight
  • *
  • Of the Stars.
    • View Profile
  • Faction: Bandit
Re: Goth war
« Reply #5 on: March 15, 2008, 05:00:34 am »
Modelling takes a while to get the hang of. In the mean time, you should start to make the map- its quite easy if you take an hour at the most to do it.

Get the shell of the mod done first, then slowly add flavour to it.
No man is so good as to be free from all evil, nor so bad as to be worth nothing.

Nethoras

  • Knight at Arms
  • *
  • Im to sexy for my battle plate
    • View Profile
  • Faction: Swadian
Re: Goth war
« Reply #6 on: March 15, 2008, 06:46:21 am »
interesting...

and awesome avvy ther redcaot exterminatus am I not correct? pitty german copyright laws are more uptight than a cows ass during fly season...

Atreo

  • Recruit
  • *
    • View Profile
Re: Rise of an Emperor
« Reply #7 on: March 15, 2008, 12:45:05 pm »
I've started work yesterday,and after a bit I've decided to change the time period,slightly.
Set during the very early times of Charle Magne(not sure it's spelt right) rise,the changes won't be that drastic,but will make things really easier,and faster.
More explanations on the first post.

Expect the firsts screenshots soon.
« Last Edit: March 15, 2008, 12:51:46 pm by Atreo »

Amigo

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Rise of an Emperor.
« Reply #8 on: March 15, 2008, 12:52:24 pm »
start with only 5 factions, you cannot reflect importance of pope in MB so its not necessary faction (also i am not sure what unit types you want to give em), or delete langobards.

Quote
Modelling takes a while to get the hang of.

modeling is easy if you have at least small sense for detail and if you use modeling tutorials first.

Merlkir

  • Grandmaster Knight
  • *
  • This is not me. I'm a distinctive bastard.
    • View Profile
  • Faction: Neutral
Re: Rise of an Emperor.
« Reply #9 on: March 15, 2008, 12:57:09 pm »
if you needed some modeling reference, I think have some Charlemagne Ospreys..
Don't make me get all Merlkir on your ass.

"The fire sword is an ancient weapon of mediocre power!" "They are somewhat agitated by your combo attack!"

^remember, cheaper isn't always better.

Atreo

  • Recruit
  • *
    • View Profile
Re: Rise of an Emperor.
« Reply #10 on: March 15, 2008, 12:58:59 pm »
Langobards are too important to be deleted(they had the control of the 2/3 of Italy).
Papal State will be identical to Zendar,neutral with everyone and independent from everyone,as it was in the reality.

Also I'm planning to do something with the religion,but it will come later,as first I have to create a backbone.


Merlkir,thanks,ospreys are always needed :).

Amigo

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Rise of an Emperor.
« Reply #11 on: March 15, 2008, 01:00:44 pm »
ok, then everything is good  :). GL with this

FrisianDude

  • Coitus non Awesome
  • Grandmaster Knight
  • *
  • ... and let's keep this as civil as possible
    • View Profile
  • Faction: Sarranid
  • MP nick: OLL_SirAndelot
Re: Rise of an Emperor.
« Reply #12 on: March 15, 2008, 02:26:31 pm »
Might be nice. Especially if you add Frisians.  :lol:
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 ;)

Ewout

  • Squire
  • *
  • Lets kill some Swadians!
    • View Profile
  • Faction: Nord
  • MP nick: Ewout
Re: Rise of an Emperor.
« Reply #13 on: March 15, 2008, 03:30:01 pm »
and batavians  :mrgreen:
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

Atreo

  • Recruit
  • *
    • View Profile
Re: Rise of an Emperor.
« Reply #14 on: March 15, 2008, 03:38:07 pm »
As for what I remember batavians weren't strong as they used to be,in the 800 A.D.
Frisians,of course :).