Why not "Tzar"? Or "Knyaz". Both will be better than "Grand <insert western european title here>". The difference is that "Tzar" means "King" and "Knyaz" (sort of) means "Duke".
It was just a suggestion. Novgorod ruler's title was Grand Prince. I think it would be the best title for Vaegir ruler. BTW " Tzar" means "Emperor". It is up to the mod maker to decide.
I did the lamellar parts texture on Khergit horse and modified the golden one... made the helmet(cut of the veil on sarranid veiled helmet). The shield is my work too. Glad you like it. You can use them all if you want. I would be happy to help. I think there should be more brass items in the game.
EDIT: Here is a pic I took after fooling around with Narf's Transitional Plate. Just a basic color change of his white armor...
I did the lamellar parts texture on Khergit horse and modified the golden one... made the helmet(cut of the veil on sarranid veiled helmet). The shield is my work too. Glad you like it. You can use them all if you want. I would be happy to help. I think there should be more brass items in the game.
I like them. Your ideas are very similar to mine. All of them cover all the basics while still giving each faction its unique feel. I'm going to start on the items/troop trees tomorrow and plan to get a good part of them done this week. I'll post pics and keep you guys posted as I go.
Those are friggin' awesome man. Where did you learn to do that? My "texturing" involves masking off someone else's work and adjusting the hue/saturation sliders to change the colors. Definitely looking forward to adding those to the Vaegir, Khergits, and Sarranids.
I'm gonna try to put the troop trees together today. My goal is to get all or most of them done today before bedtime tonight. They won't have any new items added yet, just placeholders until I've gotten everything in the game. That way I have something to test balance issues with.
On another note, what is everyone's thoughts on recruiting availability for the different types of units. I posted something above but I'll re-post my thoughts for clarification.
Peasants - Same as native.
Soldiers - I'm thinking that you need at least "cooperative" relations with the lord who owns the castle to recruit and possibly decent relations with the faction as well. I'm either thinking of the amount/tier of the troops being based on the relations of the village(s) tied to the castle or based on renown.
Nobles - Must either be in the faction or have good relations with the faction to recruit. Not sure if I should make good standings with the holding lord as a requirement, I figure nobles might choose to do as they wish. The amount/type will be based on town relations.
I've currently packaged up a variety of OSP helms and done some slight adjustments in texture. Not all of the helms have good textures, but I plan on re-uvmapping and texturing some of them. I'll get back to you with a list of their creators, so you can properly credit them....
Those are friggin' awesome man. Where did you learn to do that? My "texturing" involves masking off someone else's work and adjusting the hue/saturation sliders to change the colors. Definitely looking forward to adding those to the Vaegir, Khergits, and Sarranids.
Well, most of my work is changing someone else's textures, using parts from native folder, searching the internet for various textures. As you can see I used most of the parts for sarranid warhorse from "Sarranid Elite Armor" texture. During college(electrical engineering) I learned to use all kinds of (modeling, programming)software so it wasn't so hard to pass those skills to Photoshop.
On another note, what is everyone's thoughts on recruiting availability for the different types of units. I posted something above but I'll re-post my thoughts for clarification.
Peasants - Same as native.
Soldiers - I'm thinking that you need at least "cooperative" relations with the lord who owns the castle to recruit and possibly decent relations with the faction as well. I'm either thinking of the amount/tier of the troops being based on the relations of the village(s) tied to the castle or based on renown.
Nobles - Must either be in the faction or have good relations with the faction to recruit. Not sure if I should make good standings with the holding lord as a requirement, I figure nobles might choose to do as they wish. The amount/type will be based on town relations.
I've currently packaged up a variety of OSP helms and done some slight adjustments in texture. Not all of the helms have good textures, but I plan on re-uvmapping and texturing some of them. I'll get back to you with a list of their creators, so you can properly credit them....
Well, most of my work is changing someone else's textures, using parts from native folder, searching the internet for various textures. As you can see I used most of the parts for sarranid warhorse from "Sarranid Elite Armor" texture. During college(electrical engineering) I learned to use all kinds of (modeling, programming)software so it wasn't so hard to pass those skills to Photoshop.
In short: Your recruiting system is excellent. I was just wondering will the AI be able to use this recruiting system, did you test it?
AI does not recruit using the same system as the player. They generate all of their troops from the party_templates file... more specifically from the kingdom reinforcement entries. So as long as I add the new troops to the relevant party template entries, the AI will be able to use it as well as the native system. In other words, it will have no effect on how they get troops.
I found a plate armored horse mesh from an old version of M&B but the texture was really messed up, re-uvmapped it and made a new texture... I made some new shields too...
Very nice retexture.......for the arabic shields however I would suggest a higher resolution texture (hard I know if you use photos), maybe even try creating your own using sources like CG Textures to help you out.....
Very nice retexture.......for the arabic shields however I would suggest a higher resolution texture (hard I know if you use photos), maybe even try creating your own using sources like CG Textures to help you out.....
Glad you like it. Thanks for the advice, but I mostly work with photos... so I'm dependent on it's resolution. I can try and get better resolution for arabic shields. I will post any changes or some new stuff maybe...
Counterpoint, Njunja, you guys are amazing. Can't thank you enough for your help so far. I thought I'd update you on what is going on with the mod right now.
So work was going kinda slow on the troop editing process as using the module system for it is a grueling task. Heard about PyMe, so I thought I'd try it out. Ran into issues and screwed up my python coding .
Luckily I kept backups and took the time to update to module system 1.25 and the latest version of Diplomacy. I have it squared away now and I've been testing the recruitment to make sure it works like I want. I've decided to force the player to belong to the faction that the town is a part of to recruit nobles from towns. This will make nobles more rare for the player. Number and tier is based on town relations as I mentioned earlier. This seems to work fine. I'm currently testing the castle recruitment. The script I wrote should work but I just want to be sure. I think I'm going to require the player be a member of the faction the castle is in just like with towns. This will make peasants available in mass while making the higher tier troops rare. Mercenaries will no longer just be for fun . I'll have to implement a script that adds more mercs to taverns to balance this for players who aren't a member of a faction though as Counterpoint mentioned earlier. The number/tier of castle recruits are based on relations with the holding lord (or should be). This is what I'm testing currently.
By the way. Have you guys seen this tutorial? http://forums.taleworlds.com/index.php/topic,121012.0.html
I'm thinking of adding more heraldic armors based on what I see here. It will come after I have the recruitment scripts, mercenary scripts, and troop tree nailed down though.
A little update guys. Been getting the troop trees ready for editing and I may have settled on how I want them. Most of the ideas came from you guys but I took them and modified them a bit. I've also added the regional merc trees. They are the first six entries after the basic merc tree. Here they are...
Farmer/Townsman
Watchman
Mercenary Guardsman
Mercenary Swordsman
Mercenary Sergeant
Mercenary Horseman
Mercenary Mounted Sergeant
Mercenary Skirmisher
Mercenary Crossbowman
Mercenary Sharpshooter
Freeman
Free Company Footman
Free Company Infantry
Free Company Sergeant
Free Company Skirmisher
Free Company Archer
Free Company Longbowman
Free Company Scout
Free Company Ranger
Eastern Mercenary
Eastern Footman
Eastern Infantry
Eastern Pikeman
Eastern Skirmisher
Eastern Archer
Eastern Marksman
Eastern Scout
Eastern Horse Archer
Steppe Nomad
Steppe Footman
Steppe Infantry
Steppe Pikeman
Steppe Skirmisher
Steppe Archer
Steppe Scout
Steppe Horseman
Steppe Warrior
Northern Mercenary
Northern Footman
Northern Infantry
Northern Sergeant
Northern Skirmisher
Northern Crossbowman
Northern Sharpshooter
Northern Rider
Northern Horseman
Highland Mercenary
Highland Footman
Highland Pikeman
Highland Warrior
Highland Scout
Highland Rider
Highland Skirmisher
Highland Archer
Highland Ranger
Desert Nomad
Desert Footman
Desert Infantry
Desert Pikeman
Desert Rider
Desert Horseman
Desert Skirmisher
Desert Archer
Desert Marksman
Swadian Peasant
Swadian Recruit
Swadian Footman
Swadian spearman
Swadian Huntsman
Swadian Crossbowman
Swadian Soldier
Swadian Veteran
Swadian Infantry
Swadian Pikeman
Swadian Swordsman
Swadian Archer
Swadian Longbowman
Swadian Man at Arms
Swadian Knight
Swadian Knight Errant
Vaegir Villager
Vaegir Recruit
Vaegir Footman
Vaegir Woodsman
Vaegir Huntsman
Vaegir Skirmisher
Vaegir Soldier
Vaegir Veteran
Vaegir Infantry
Vaegir Axeman
Vaegir Swordsman
Vaegir Archer
Vaegir Marksman
Vaegir Horseman
Vaegir Druzhina
Vaegir Bogatyr
Khergit Tribesman
Khergit Recruit
Khergit Spearman
Khergit Skirmisher
Khergit Footman
Khergit Infantry
Khergit Nomad
Khergit Horseman
Khergit Heavy Cavalry
Khergit Lancer
Khergit Javelineer
Khergit Light Cavalry
Khergit Javelineer
Khergit Horse Archer
Khergit Warrior
Khergit Noken
Khergit Kheshig
Nord Peasant
Nord Recruit
Nord Footman
Nord Spearman
Nord Huntsman
Nord Axeman
Nord Soldier
Nord Veteran
Nord Infantry
Nord Warrior
Nord Berserker
Nord Archer
Nord Ranger
Nord Karl
Nord Huscarl
Nord Hirdman
Rhodok Tribesman
Rhodok Recruit
Rhodok Footman
Rhodok Spearman
Rhodok Huntsman
Rhodok Skirmisher
Rhodok Soldier
Rhodok Veteran
Rhodok Infantry
Rhodok Pikeman
Rhodok Maceman
Rhodok Crossbowman
Rhodok Sharpshooter
Rhodok Sergeant
Rhodok Master Sergeant
Rhodok Man at Arms
Sarranid Villager
Sarranid Recruit
Sarranid Footman
Sarranid Axeman
Sarranid Skirmisher
Sarranid Crossbowman
Sarranid Soldier
Sarranid Veteran
Sarranid Infantry
Sarranid Guardsman
Sarranid Swordsman
Sarranid Archer
Sarranid Marksman
Sarranid Horseman
Sarranid Mamluke
Sarranid Royal Mamluke
Let me know what you think guys. I don't care if it's good feedback or bad feedback... just make sure it's contructive feedback . I don't wanna start equipping the troops until I get the troop tree setup to where its acceptable. So speak now or forever hold your peace!
I wanted to give a little update on the recruitment system as well. I had to swap recruitment in towns and castles around due to not being able to get my script to base castle recruitment on lord relations. You must be a member of the holding faction to recruit troops from towns/castles. Town relation increases recruit availability and quality, and castle relations has no effect. I will modify the scripts to decrease the number of recruits available in castles and I'm also thinking about increasing the update script from every 3 days (like a village) to every 7 days.
Well, I'm off to bed. I'll work on adding more mercenaries to the taverns tomorrow and get the recruitment scripts just where I want them.
Let me know what you think guys. I don't care if it's good feedback or bad feedback... just make sure it's contructive feedback . I don't wanna start equipping the troops until I get the troop tree setup to where its acceptable. So speak now or forever hold your peace!
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