Author Topic: Europe 1080 AD mod  (Read 34588 times)

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Dimos

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Re: Europe 1080 AD mod
« Reply #510 on: February 07, 2009, 10:39:19 pm »
Nice... So we start from Constantinople, capital of the Byzantine Empire, the richest and most powerful city of the age:

Here is the city layout...


I will do my best to finish it soon even I will not stop working for 5-6 hours, continuously...

INDEX:
1> Galata
2> Bridge that links galata and Constantinople
3> Theodosian walls
4> The Holy Palace
5> Hagia Sophia
6> the Hippodrome

The rest areas will have some houses ect...  :wink:

I will post more soon!  :wink:

EDIT:
tHE CITY WITH ITS WALLS:

« Last Edit: February 07, 2009, 11:06:31 pm by Dimos »

Eliodorus

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Re: Europe 1080 AD mod
« Reply #511 on: February 07, 2009, 11:39:02 pm »
I have an idea.
Is well known that in Constantinopolis there weren't knight tournaments like in western europe (like the tournaments in vanilla M&B) but race in hippodrome so why not "invent" this new kind of tournament? And put this kind of tournament in all the byzantine and arab "world"?
At first you can try doing simple things like a long ride in the hippodrome (they were huge and with almost 10 partecipants riding and trying to win at all cost, even by killing other people... well not directly but trying to let 'em fall from the chariot... Ben hut style!).
But later you can add the charriot and even more possibilities for the partecipants.
Remember that the hippodrome was an important cultural centre for the city, in the hippodrome the emperor is always present and the "teams" were like political partyes... well almost.
Is much like nowdays football matches where the stadium is full of people supporting their own team, but we were in the middle ages and so after a match a riot is "normal"

Omzdog

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Re: Europe 1080 AD mod
« Reply #512 on: February 08, 2009, 07:42:14 am »
Dain is developing a chariot in the Forge. Its function has a few faults but it good for a prototype and, with time, it will become a very good asset to any mod.
In other words, yes, I'm afraid of black people.

I'm proud to have a penis


buhere

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Re: Europe 1080 AD mod
« Reply #513 on: February 08, 2009, 11:17:09 am »
But,will be dıffıcult,never leave.The Success :roll:

Dimos

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Re: Europe 1080 AD mod
« Reply #514 on: February 08, 2009, 11:45:59 am »
Here is the scene almost done!!  :shock:


Native has too small scenes... May I anounce that there is a sercet passage somewhere in the scene that leaves you go up to the city walls...  :P

FrisianDude

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Re: Europe 1080 AD mod
« Reply #515 on: February 08, 2009, 11:57:20 am »
Looks nice, but it's very very small.
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 ;)

buhere

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Re: Europe 1080 AD mod
« Reply #516 on: February 08, 2009, 12:02:29 pm »
Vovvvvv!! Very Very good :o :o :P :P

95Rifles

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Re: Europe 1080 AD mod
« Reply #517 on: February 08, 2009, 12:38:43 pm »
Here is the scene almost done!!  :shock:


Native has too small scenes... May I anounce that there is a sercet passage somewhere in the scene that leaves you go up to the city walls...  :P

You could seperate the city into different areas if it is too small.
Redcoat on ETW:
And of course the big problem of if enemy units touch each other, they completely scramble about to reorganise, just moving around, touching, repeat while you just sit and watch them do nothing but try and stop touching each other.


The paedo regiment strikes again?


Dimos

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Re: Europe 1080 AD mod
« Reply #518 on: February 08, 2009, 12:59:39 pm »
That scene is rather big, don't worry...

I may make a video in the scene once I have solved some spawing points issue solved...

But the mod is on a bad road now... Ruthven hasn't replied my questions for more than 2 weeks, and if he quits we need a python scripter, to replace him  :?

Damn

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Re: Europe 1080 AD mod
« Reply #519 on: February 08, 2009, 01:03:27 pm »
The world map is PERFECT!!! Great job!! Waiting for it!

GeorgianCrusader

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Re: Europe 1080 AD mod
« Reply #520 on: February 08, 2009, 02:36:22 pm »
OMG! this map actually includes Georgia! can you make Georgian faction too? it will be so cool!

fantastic mod! keep up the good work!
« Last Edit: February 08, 2009, 02:39:13 pm by GeorgianCrusader »

Dimos

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Re: Europe 1080 AD mod
« Reply #521 on: February 08, 2009, 02:41:34 pm »
Yikes thanks for the support...

No Georgian faction for now... But maybe in later releases...

WE NEED A SCRIPTER, SO AS TO RELEASE THE 1RST BETA...  :cry:

GeorgianCrusader

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Re: Europe 1080 AD mod
« Reply #522 on: February 08, 2009, 02:47:36 pm »
Yikes thanks for the support...

No Georgian faction for now... But maybe in later releases...

WE NEED A SCRIPTER, SO AS TO RELEASE THE 1RST BETA...  :cry:



i hope you will add georgian faction! HUGE THANKS!

ill give you all information about its king,weapons,armor and others

Tercero

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Re: Europe 1080 AD mod
« Reply #523 on: February 08, 2009, 03:05:44 pm »
well.. sorry for the delay here it is the scene i was working on, i haven't done any more since 2 weeks or something... i'll work on Europe 1080 again tomorrow. I was working on jerusalem, but it is difficult to keep every square (muslim, christian jew and armenian) with a good size... and the citadel seems very small there so i would have to restart it again...

well, thi is how Toledo should look like, there will be small village houses around it but haven't added yet :D






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Al_Mansur

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Re: Europe 1080 AD mod
« Reply #524 on: February 08, 2009, 03:16:31 pm »
Fucking nice !
But maybe the vegetation around the city is a little bit too green.

There is a big arabian tower in front of the bridge:

 :wink: