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Using Renaissance as a base will help me to move quite fast. While waiting, you can play my mod RENAISSANCE Moddb.com Being used to work alone I AM NOT RECRUITING people. If someone wants to help he can point out some open source stuff I may use in the mod (that would be very usefull actually)

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The project is moving fast, foreseen first release in early summer.

Using Renaissance as a base will help me to move quite fast.

Meanwhile you can play my mod RENAISSANCE

renaissance
Moddb.com


Being used to work alone I AM NOT RECRUITING people. If someone wants to help he can point out some open source stuff I may use in the mod (that would be very usefull actually)



UPDATE NOTES:



8)

final tests and scenes to be done and the mod will be ready for the first release

7)

The mod is almost finished, the last main topics I am working on are:

- music/sound

- scenary (a base level for the first release which will be heavely worked in the further update)

6)

- I finished the Factions' banners and all the player banners

- new map banners' icons fitting the time period (no flapping flag)

- finished ai battles' behaviour (I am quite satisfied with how ai fight its battles)

- finished new faces, hair and beards (now good variety to choose)


5) SOME FIGURES:

  • 10 Factions
  • Over 500 different shields
  • Over 400 armours\tunics
  • 63 Major Poleis
  • 101 Poleis
  • 281 Villages
  • 150 Lords
  • 235 different troops (plus a number of mercenaries)
  • 44 different AOR (area of recruitment) Poleis

4)

-PARTIES' ICONS

Each faction has special parties' icons changing with the amount of men in the party.

If you are not a king you may choose the icon for your party . If you are king, you may choose the culture, which changes both icons and troops.

3)

-Villages and towns’ prosperity will have a stronger impact on money (both for player and ai)

-Spears and shields will not be shown on the back of soldiers when not in use. This for two reasons: the first is that I never liked that. The second is that it would look weird combined with some armours ... and I don’t like it even stronger.

-AOR troops’ tree is finished and also 80% of their equipment. To own AOR towns is strategic because the ai lord who owns it has a sronger mix of troops in general.

2)

-Finished many new animations and items.

-Training skill has disappeared (soldiers become veterans after battles not after training!) at its place a new skill reducing food consumption (very useful because of the big size of Armies (from 300 to 1000 men)


1)

The mod is taking shape quite fast. One of the points I am concluding now is the AOR (area of recruitment):

There will be many hoplites which can be recruited only in their city, for example Argos Hoplites will be available for the player as special units to recruit with weekly refill only in Argos...

But that is not all, as also the AI Lord who is owning Argo will receive Argos Hoplites as part of its reinforcements and the Garrison of Argo will be the only one having Argos Hoplites among its faction's troops. All of this regardless the faction they belong to.

As you can imagine it has not been a simple task to achieve, but I am glad it is working fine now:

The atmosphere of the numerous greek poleis will be quite strong with this feature.


Comments
OlderGreyBeard
OlderGreyBeard

Looking forward to this one! Renaissance is quite good. Have a good time with this one!

Reply Good karma Bad karma+1 vote
mikeboix
mikeboix

Amazing, really looking forward this one!

Reply Good karma Bad karma+1 vote
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