We can use native placeholder models first, that isn't much of a priority yet. As for handing over the items, I would prefer to get the module_items codes in a .txt and one brf file containing all new items and all the textures, everything in one .rar, if possible. Troops I can do myself, as long as you give us your kingdom name, the name before your troops name (for example Court of Reveran got Reveran Man-at-arms and Swadian Infantry got Swadian before the troops name) and the troop names along with the stats and weapontypes.
Arch3r, I know ure busy but I need help... It seems I dont know how to make some armors for ZHg... I just need new mapping but I suck at mapping ... help guys. I have the models we like,but I cannot map them. (tryied tutorials... **** i suck)
Since we Legion Xiii are a roman clan and romans did this whever we stop i think we should get a fort because in real life romans would assemble a fort wherever they stopped.
praesidium - guard post ( garrison )
stratopedon - army camp
phrourion - fort
given the abundant information and consistent planning ( always the same design throughout the empire ) i would, if i were you, do the three maps. The army camp can actually be made a single model in itself to be used whenever necessary.
I have a question regarding the weaponry. If I understand the rules quoted below correctly, one has to subtract 1 point from the speed of the weapon, add 1 point to the weight and add 1 point to the PD-requirement. In return one thencould add one point to the damage. Is that right?
For bows:
+Damage = -Speed,+weight and +Power Draw/Throw req.
Not really, the system doesn't work yet. But if you add like 3 to damage, you have to reduce speed and increase weight. Not really 1 for 1. Just base it of Native items now, I'll come up with a system later.
Concept about starting the game, buildings, upgrading, troops, armour, weapons, population and money. If you want to help, look at the <-Job
The campaign will have 5 pre-game turns. Before starting first the starting resources will be decided. For now variables are: troops, money, population and buildings.
Turn 1
Buildings will be placed, every kingdom will have:
- 1 village center
- 2 houses
- 1 barracks
- 2 farms
Can be constructed anywhere by armies containing 20 soldiers or more. Disappears when not garrisoned. Costs: 30 gold, 1 turn. Profits: Minor defenses for your garrisons, allows Village Center upgrade.
-Palisade
Defensive structure. Can be constructed anywhere by armies containing 30 soldiers or more. Won't disappear. Costs: 50 gold, 1 turn. Profits: Advantage during battles.
-Stone wall
Defensive structure. Can be constructed anywhere by armies containing 50 soldiers or more. Won't disappear. Costs: 150 gold, 2 turn, Engineering upgrade. Profits: Large advantage during battles.
-Roads
-Village Center
Standard Center. You can only start building around Centers. May be upgraded from Camp and upgrade to Town Center. Costs: 200 gold, 3 turns. Profits: +2 population, allows standard buildings to be constructed.
Standard building. Generates 10 gold for each adjacent house each turn. Allows hiring Tier-1 mercenaries. Costs: 30 gold, 1 population, 1 turn. Profits: 10 gold per adjacent house each turn. Allows hiring Tier-1 mercenaries.
-Farms
Standard building. Generates 25 gold each turn. Costs: 20, 1 population, 1 turn. Profits: 25 gold each turn.
-Barracks
Standard building. Allows training of militia and increases the maximum army size by 10. Costs: 50 gold, 3 population, 2 turns. Profits: 5 gold each turn, +10 max. army size, allows militia training and Town upgrade for Village Centers.
-Town Center
Advanced Center. You can only start building around Centers. May be upgraded from Village Center and upgrade to Keep. Costs: 300 gold, 3 turns. Profits: 2 population, allows advanced buildings to be constructed, allows Palisade Defenses upgrade.
-Armory
Advanced Building. Allows for melee class upgrades. Costs: 100, 1 population. Profits: Allows Master-smith upgrade, Blacksmith upgrade, Infantry upgrade.
-Fletcher
Advanced Building. Allows for ranged class upgrades. Costs: 120, 1 population. Profits: Allows Craft-specialist upgrade, Tanner upgrade, Archer upgrade.
Advanced Building. Generates 10 gold each turn and an additional 20 gold for each adjacent house. Costs: 150, 2 population. Profits: 10 gold each turn and 20 gold per adjacent house each turn, allows Engineering upgrade.
-Docks
Advanced Building. For later versions.
Upgrades:
Village Center upgrade.
Costs: 200 gold, 3 turns. Upgrades one Camp to Village Center.
Town upgrade
Costs: 300 gold, 3 turns. Upgrades one Village Center to Town Center
Engineering upgrade.
Costs: 100 gold, 1 turn. Allows Stone Walls to be constructed.
Master-smith upgrade
Costs: 150 gold, 1 turn. All melee weapons deal +2 damage for all weapon directions.
Blacksmith upgrade
Costs: 300 gold, 3 turns. Allows tier-3 armor.
Infantry upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 infantry class.
Costs: 200 gold, 2 turns. Allows tier-2 armor for archers.
Archer upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 ranged class.
Selective Breeding upgrade
Costs: 150 gold, 1 turn. All horses have +5 hitpoints and +2 armor.
Horse diet upgrade
Costs: 150 gold, 1 turn. All horses have +2 speed and +2 maneuverability.
Cavalry upgrade
Costs: 200 gold, 1 turn. Allows a tier-2 cavalry class.
Troops:
Tier 1: Militia (30 points to spend)
Spawns at Barracks.
Tier 2: Infantry (50 points to spend)
Spawns at Armory. No horse allowed. No non-throwing ranged weapon allowed. Tier-1 and Tier-2 armor. 4 weapon types.
Tier 2: Archer (50 points to spend)
Spawns at Armory. No horse allowed. Tier-1 armor. 4 weapon types of which two are ranged/ammunition.
Tier 2: Cavalry (50 points to spend)
Spawns at Armory. Tier-1 and Tier-2 armor. Horse + 3 weapon types.
Tier 3: Officer/Standard bearer (70 points to spend)
Spawns at Keep (TODO). Tier-3 armor. 4 weapon types and non-weapon officer item (such as a flag).
Armor:
Tier 1: Cloth
Tier 2: Padded Cloth up to Padded Leather
Tier 3: Mail up to Plate.
Values and weight rating to be decided. <-Job
Weapons:
Will have base values, that has to be decided yet. Base values can be adjusted using scheme in the OP, have yet to decide how many speed will be sacrificed for +1 damage etc...<-Job
Population:
Population can 'work' on adjacent tiles. For example Village centers can have 2 buildings adjacent to it that require 1 population, such as a marketplace. Houses can have buildings on adjacent tiles that cost up to 6 population altogether.
TODO:
Keeps (not sure about those, but would unlock Tier-3 officers which would make up max 10% of an army (one officer for every 10 peeps).)
Armor and weapon statistics
Roads
You know Battle for Calradia would make for a pretty epic single player mod as well with all the recent additions. You would have to code all the walls onto the world map though.
You know Battle for Calradia would make for a pretty epic single player mod as well with all the recent additions. You would have to code all the walls onto the world map though.