A map that I made for my mod.[Its one of OSP maps]
Shores are sacrified for seafaring...
Shores are sacrified for seafaring...
Thx.cwr said:It looks good aren't the factions all in the wrong spots?
Nords in Scandinavia, Vaegirs in Russia, Khergits in Crimea, etc. (if you are going to keep Native factions anyway)
I really like the way you did Egypt by the way; with the Nile having plains around it but desert everywhere else. The entire map looks visually much better than normal Warband.
good luck with that (if you still didn't finish it and it is still work in progress) i really like that era and the ottoman the most !HyperCharge said:Thx.cwr said:It looks good aren't the factions all in the wrong spots?
Nords in Scandinavia, Vaegirs in Russia, Khergits in Crimea, etc. (if you are going to keep Native factions anyway)
I really like the way you did Egypt by the way; with the Nile having plains around it but desert everywhere else. The entire map looks visually much better than normal Warband.
I am changing all the factions. Nords are Il-khanates, Vaegirs are French, Khergits are English, Rhodoks are HRE, Swadians are Byzantium and Sarranids are Mamluks. And I added another 45 kingdoms which this makes 51. But 6-11 of them wont be exist in game start. They will be active by time(etc; In 1370, Timurids will replace the Ilkhanate, in 1453, Ottomans will conquer the Constantinople(Istanbul))
This will be provided with a trigger that checks some specific conditions( The Technology that player researched from reports section ). Its a massive system.
But, this is valid for only sandbox mode. In story mode, history changes when some (again) specific conditions come true (like which quest did you completed, etc). Story mode ends with Conquer of Constantinople, with Rise of Ottoman. As my signature says.
Said England in the 11th centuryReus said:I don't understand where the random danish came from.
("water_fall", psf_billboard_3d|psf_randomize_size|psf_randomize_rotation|psf_always_emit , "prtcl_splash_b",
75, 2.3, 1.0, 1.0, 1.0, 1.1, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.0, 0.6), (1, 0.05), #alpha keys
(1.0, 1.0), (1, 1.0), #red keys
(1.0, 1.0), (1, 1.0), #green keys
(1.0, 1.0), (1, 1.0), #blue keys
(0.0, 1.8), (1.0, 1.2), #scale keys
(2.0, 0.1, 0.35), #emit box size
(0, 2.4, 0.1), #emit velocity
0.1, #emit dir randomness
200, #rotation speed
0.5 #rotation damping
),
("water_fall_2", psf_billboard_2d|psf_always_emit|psf_randomize_size , "prtcl_water_fall",
50, 3.3, 1.0, 1.0, 0, 0, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0.0, 0.4), (1, 0.05), #alpha keys
(1.0, 1.0), (1, 1.0), #red keys
(1.0, 1.0), (1, 1.0), #green keys
(1.0, 1.0), (1, 1.0), #blue keys
(0.0, 1.1), (1.0, 2.3), #scale keys
(1.85, 0.1, 0.35), #emit box size
(0, 1.0, 0.0), #emit velocity
0.0, #emit dir randomness
0, #rotation speed
0.5 #rotation damping
),
("water_fall", 0, "0", "0", [
(ti_on_init_scene_prop,
[
(particle_system_add_new, "psys_water_fall"),
#(play_sound,"snd_waterfall", 0),
(set_position_delta, 0, 120, -100),
(particle_system_add_new, "psys_water_fall_2"),
]),
]),
BNS Marko said:10 light sources is the limit.