Gallus Domesticus
Knight
Gallus Domesticus said:I'm not dead I'm not dead and neither is the mod
I think I've been gone for long enough so here's me again
The mod is not in hell or anything, I'm just waiting for the release of Warband before continuing to work on it
From what I've seen there would be very drastic changes made to the game in Warband, like new factions, troops, items, balance, graphics, and even the game system itself would be changed(couched lance that you can aim!! woot).
If I make progress now, it will just mean more things to be ported to Warband.
Few weeks ago I got Highlander's artillery script implemented and basically working, but it has not been adjusted or balanced.
Here's the medium cannon I made for it:
The artillery script was actually the initial reason why I decided to take a break from the mod.
When I tested it out, it changed the gameplay so much that I couldn't decide if I wanted to keep it.
The main problem is that once the cannon's there, the player wouldn't want to march his army forward like before, but would instead hold position behind the cannons which was not much fun at all.
It ended up feeling like a burden to have them.
But thats it for now...
I'll get back to work after Warband's released, which should be in the next month or so I'm guessing.
(btw I'm very, very lazy... so yeah...)
[May 17]:
New landsknecht armour/harnisch:
***original mesh was by Scion, I edited texture and added the leg guard***
Plate Armour:
Skirted gendarme armour:
(The beautiful sword was made by Luigi, I'm just starting to put all the stuff he gave me into the game.
And here's the latest edition of the map I made yesterday:
(the bunch of dots in the middle are all the towns from Native. this map has roughtly 4 times the playable area of Native)
This one is far more efficient with a density is 0.35, up from 0.28... of the last map, meaning this map is ~25% more detailed.
I spent much of the last week fixing the various problems with the spear bracing script, which were mainly two things:
1) The effective area was a semicircle in front of the spearman with a radius of the length of the spear, which meant that the cavalry gets hit even if the spear is not pointing at them
2) The way the damage was calculated was based on the speed of the cavaly disregarding its direction, which meant that if the cavalryman was riding perpendicular to or away from the pike it would receive the same damage as if it were running directly into it
Both are fixed and now works the way it should(took me 3 days to try a bunch of different things before I got it right).
I'll make a video after I make some lod meshes for all the helmets so that my computer wouldn't lag so much.
[May 13]:
Video of the edited Spear Bracing Script!:
http://www.youtube.com/watch?v=bGF47ga7p-s&fmt=18
There are still some problems with the script that need to be fixed up, but it's looking good so far.
Great News! I have just edited and implemented The Mercenary's "Spear Bracing" script! (SEE VIDEO ABOVE!!)
The original script makes spearmen "brace" their spears and damage the enemy cavalry horse like how couch lance works.
I edited it to deal damage to both the rider and the horse, and more importantly, make the victim's horse rear up when it collides with a braced pike!
Here's some screenshots of the initial test
Before, the pikemen would be overrun by the heavy cavalry and be torn apart from the inside and out.
Now with the new script the cavalry's initial charge is halted by the braced pikes and the pikemen was able to fight off the cavaly.
The result was 1 Veteran Pikeman dead per 2 Heavy Cavalry killed. (started with twice the number of Pikemen as Heavy Cavalry, but each cavalry can usually count as two units before this script was implemented)
The important part is that the cavalry couldn't run through the pike formation, which they were more than capable of doing before.
[quote author=The Mercenary]
Remember to credit the development team of NE if you use this.
[/quote]
Old Map:
Sicily:
Nothern Italy:
Central Italy:
In-game test:
Major-city icon:
VIDEOS:
Video#1:http://www.youtube.com/watch?v=LGUMKXigQRg&fmt=18
Video#2:http://www.youtube.com/watch?v=YU_1kl4dxUU&fmt=18
New things that I was working on:
The second one is a model made by Scion, and I retextured it.
New closehelmets:
They'll look much better in game, since the shaders are different in brfedit.
-New plumed(feathered) helmets:
Music I'll use for the mod:
http://www.youtube.com/watch?v=PelrF25T-dU
I found it after listening to a piece Palos sent me a while back and searching up Tielman Susato.
If anyone has or finds more like it please let me know.
The Death of the Renaissance is a total conversion of Mount and Blade set in the historical 16th century Italy during the Italian Wars of 1524-1546 that marked the zenith and downfall of the Italian Renaissance.
This mod will depict the epic struggles and incessant skirmishes between Kings, Emperors, Popes and Dukes over the dominance of Italy, placing the player in the center to shift the tides of war or amass unequaled power in midst the havoc that drew the magnificence and glory of Europe.
Features:
For Battletest Release:
-1:2 in-game scaled map of Italy based on satellite imaging and historical atlases
-Moblie Tercio formation script where arquebusiers line in front of pikemen
-50+ New Units without counting upgrades
-Weapons/Armours from the period of ~1480-1580
-Replace all Native units and most Native items
For Version 1.0 Release:
-New, more detailed 1:2 in-game scaled map of Italy based on satellite imaging and historical atlases
-Artillery script from Highlander's Age of Machinery mod
-New Siege system by assaulting cannon breaches
-Minor cities replacing all castles, major cities replacing towns
-More Items and Units
-Recruiting faction troops from cities
-New character background selection at the beggining of the game
-Historical faction lords
-All-new NPCs
-Concept art background and music
-More minor features and adjustment
-Artillery script from Highlander's Age of Machinery mod
-New Siege system by assaulting cannon breaches
-Minor cities replacing all castles, major cities replacing towns
-More Items and Units
-Recruiting faction troops from cities
-New character background selection at the beggining of the game
-Historical faction lords
-All-new NPCs
-Concept art background and music
-More minor features and adjustment
Planned for Version 2.0:
-Mercenary Lords that joins and leaves factions, and can be hired by the player faction
-Many more things to be thought of
-Many more things to be thought of
Factions:
Holy Roman Empire- Uses Pike and Shot formations, large quantities Landsknecht mercenaries, and heavy cavalry.
Kingdom of Spain(Holy Roman Empire)- Uses Pike and Shot formations, large quantities of arquebusiers and Neapolitan and Sicilian troops, and lacking in Heavy cavalry.
Kingdom of France- Invasion force lead personally by King Francis I to reclaim the Duchy of Milan and Naples. Advancing in several columns, it has successfully taken everything West of Milan and the city of Milan itself. Uses elite cavalry, Swiss mercenaries, and large quantities of mercenary crossbowmen.
Papal States- Uses Swiss and Italian mercenaries.
Republic of Florence(Papal States)- Uses state militia and Italian mercenaries.
Republic of Venice- Uses heavy and light infantry, lacking in heavy cavalry.
Italian City States- Uses Italian mercenary infantry and cavalry, and militia.
Team:
Assembly- me
Modeller- tommmy(!), me
Researcher- me, [special thanks to Palos who sent me very useful scans of books], [special thanks to Yigit for sending me pictoral references]
Scenes- me
Scripter- me
Texturer- me
Borrowed From:
Mirathei's formation script from which I briefly edited to make a tercio script
Luigi's Halberds and some other weapons [Also for his Renaissance Mod weapon pack which I haven't put into the mod yet]
Scion's Landsknecht suits and hats
Telak's Katzbalger and some other items from his Unique Armoury mod
Screenshots:
Older Screenshots:
From Dec 29:
From Dec.26:
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