SP Oriental Mongol Mod Started-''NEW'' Picture's added.scene object Moddeler needed

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Okay, the Texture project is now complete.

There are a grand total of 109 files categorised into 3 sections.

So, we have : 76 brand new, highly defined and textured landscape textures, including map icons, bushes, trees, grass and particles/everything else.

We have 12 new horse textures, some are brand new others are just increased in definition/detail.

And finally we have 23 highly detailed and improved weapon/armour textures.  Note that not all armour was detailed because our mod doesn't use the majority of the medieval looking plate mail, but what you see in game will be in good quality.

In all I'd say expect a change from the Native standards, things aren't overly green, or bright and pretty - this is Mongolia, the plains are smeared with the stains of sweat and blood (not literally) and the sun beats down hard on the forest areas, turning their leaves into an autumn bronze.  The desert sizzles silently in the night as the enemy forces gather around your isolated Ger..this is Mongol - the troubles of Mongol..and now the god damn textures of MONGOL.

NOW ENJOY!

(textures linked to member sof the Mongol Team)
 
some information on Mongolian units and how they aranged their armies (might be using for noble titles or whatever)

The decimal system sued by Genghis Kahn.
Genghis Khan organized the Mongol soldiers into groups based on the decimal system. Units were recursively built from groups of 10 (Arav), 100 (Zuut), 1,000 (Minghan), and 10,000 (Tumen), each with a leader reporting to the next higher level. Tumens, and sometimes Minghans, were commanded by a Noyan, who was often given the task to administrate specific conquered territories. From two to five Tumens would then form a hordu meaning army corps or field army, from which the word "Horde" is derived, under the command of the Khans or their generals (boyan).

The leaders on each level had significant license to execute their orders in the way they considered best. This command structure proved to be highly flexible and allowed the Mongol army to attack en masse, divide into somewhat smaller groups to encircle and lead enemies into an ambush, or divide into small groups of 10 to mop up a fleeing and broken army.

Cavalry - basically their army
Cavalry
Six of every ten Mongol troopers were light cavalry horse archers, the remaining four were more heavily armored and armed lancers. Mongol light cavalry soldiers, called keshik, were extremely light troops compared to contemporary standards, allowing them to execute tactics and maneuvers that would have been impractical for a heavier enemy (such as European knights). Most of the remaining troops were heavier cavalry with lances for close combat after the archers had brought the enemy into disarray. All soldiers usually carried scimitars or axes as well.

Mongol armour was usually light — boiled leather, perhaps studded with metal beads. Heavier armed soldiers would usually be equipped with leather armor backed with metal or horn plates, or with chain mail if available. As a protection from arrows, a Mongol might wear a shirt made up of raw silk, as the threads are hard to break and this makes the cleaning of a wound easier, with a corresponding reduced risk of infection.

The Mongolian horses are relatively small, so they would lose short distance races under equal conditions. Since most other armies carried much heavier armor, the Mongols could still outrun most enemy horsemen in battle. In addition, the Mongolian horses were extremely durable and sturdy, allowing the Mongols to move over large distances quickly, often surprising enemies that had expected them to arrive days, if not weeks, later.

All horses were equipped with stirrups, which had been invented by China (Jin Dynasty) quite some time before. This technical advantage made it easier for the Mongol archers to turn their upper body, and shoot in all directions, including backwards.

The primary weapon of the Mongol forces was the Mongol bow. It was a reflex bow made from composite materials (wood, horn, and sinew), and at the time unmatched for accuracy, force, and reach. The reflex geometry allowed to make it relatively small so it could be used from horseback.

Targeted shots were possible at a range of 80 or 100 m, which determined the optimal tactical approach distance for light cavalry units. Ballistic shots could hit enemy units (without targeting individual soldiers) at distances of up to 400 m, useful for surprising and scaring troops and horses before beginning the actual attack. They used a wide variety of arrows, depending on the target and distance. Plate armor could be penetrated at close range, using special heavy arrows.

enjoy ^_^ I fount it to be an interesting read.
 
I've always loved being a Kerghit horse archer.
I'm looking forward to taking it to the next level!
 
We don't want to take it up a level..we want to take it up an entire league lol.  But yeah, thanks for the support.  A few things you should expect from this mod.

- New map, with some rband new landscape textures
- Gers and Yurts instead of castles (pending for the alpha..it might only happen in the official 1.0 release)
- 10 tribes instead of 5, each with between 4 - 6 cities each
- More advanced sort of quests, new quests and enhanced role playing material.
- re worked the troop listings and various other scripts to make enemies abide by mongol rules!
- new ranks, titles and possibly a new/different sort of arena/tournament theme to fit Mongolian traditions.
- New facial textures, possibly new beards and hair styles.
- com,plete revamp of nearly every texture in game.
- chaotic AI, basically native..but if you put 40 horses against each other it results in a mongolian skirmish :grin:

and lots more, to much to list everything actually.  But all mods need workers and we only have 4 members and 2/3 good contributors, so any help is highly appreciated.

Thanks for showing interest though.

Regards
Wei Xiadi.
 
Now completed:

New factions
New troop trees
New Khan/Lord/Lady/Claimant/Companion names and items.
New bandits/mercenaries/etc.
New parties
New textures, 130 to be exact, including eight horses and some weapons from osp.  That means 122 are ours.
New map
New character creation
Many conversation/game menu tweaks
Incorporated (with permission) Vilhjalmr's blood particles and Moss's Minimalist HUD.
 
Great, then you will love playing Mongol, an support you can offer will likely make your enjoyment come much sooner.
 
ben34698 说:
Now completed:

New factions
New troop trees
New Khan/Lord/Lady/Claimant/Companion names and items.
New bandits/mercenaries/etc.
New parties
New textures, 130 to be exact, including eight horses and some weapons from osp.  That means 122 are ours.
New map
New character creation
Many conversation/game menu tweaks
Incorporated (with permission) Vilhjalmr's blood particles and Moss's Minimalist HUD.

All those completely already? Upload an alpha so I can get completely frustrated with my overly historically-picky personality and end up modding convos, troop trees, tribes, etc for you guys for free  :lol: Besides I have a mod-as-i-play kinda thing going, kinda hard to do just the modding - for me ne ways. :smile:
 
Perfect. Every issue we seem to have, we eventually solve. I will get started on the Beta map as soon as i download the new updates.
 
Characters.jpg

Battle.jpg

Ignore the two guys in mail haubarks with great swords, that has been fixed. xD
 
Screenshots taken with low texture quality, low grass density and using the DX7 render (my computer is old)

untitled.jpg

untitled1.jpg

untitled3.jpg
 
Its still my texture work...:O

and ladies and gentlemen..those houses WILL be GERS..at some point in the (i have no idea when) near future. :smile:
 
I found the weird border error in the map, i had to modify the first few lines of the module.ini - idk if it will effect anything else in the game, but the map is fixed. gonna add a little more terrain detail, re-order the villages a little, and so on....
 
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