I really need to keep working on what is important...
Keep getting sidetracked.
Spoiler Alert, click show to read:
I don't know where the '1.04' in the top right is to be able to change it. Seems the CoW devs have forgotten too.
Cool!
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
How many pike units will have the halberd secondary? I remember you mentioning you were going to include it.
I added 450 attack delay on mine to balance the animation. But they work excellent after that.
Probably just the one, and I will be adding that halberd equipped Republican guard unit as a generic Tilean mercenary pike unit with a few extra model changes, so the real Republican Guard are armed as they are supposed to be.
I haven't noticed much difference, if any at all, with increasing attack delays in the EDU. I did code in a system though, just for completeness. I'll run some more tests later with higher numbers. I didn't go quite as high as 450.
Nothing to download yet, it is not finished.
My long term project of adding more detailed unit cards for every unit in the game. I was looking at a very old submod earlier which made the mistake of being difficult to see what was what at a glance. So some of mine will have to compromise between closeup detail and being useful.
Only about 450 more to go.... I'll get it done eventually.
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
it took quite a bit to finally see a difference and I was of the opinion that attack delay doesnt work at all, but sure enough it does. You have to think bigger numbers though.
Looking better day after day, keep it up!
One question (hope it's not repeated): Do you plan to put some riders on that chaos mamoth, e.g. mumakil style (third age)? I think some barbarians throwing things from a castle in the back of the mamoth would make a delightful view .....or maybe some chaos sorcerers throwing magic spells
I need to finish the mammoth first... A lot to do still and to be honest it might not make the first release of the campaign. Once a release is out I can then concentrate on the parts which take much longer to build, such as a few of the models I started like chaos mammoth and daemon prince of nurgle. But yes, it will have riders. I haven't seen the rules for them but I think they are just that, riders, who can't attack. Any ranged attacks might make the mammoth stand off rather than charge into combat, which is what it will excel at.
I'm still doing a little modelling at the moment, but they are easy and quick, like the re-sized savage orcs- wasn't much more to it than that other than a lot of adjusting the weapon so it didn't appear to be held inside their heads. Currently adding in some of the standard bearers I made months ago. Coding is what is important now though, and the mods battle tester is waiting patiently for the next version.
Are you sure you are going to add the flesh hounds? I mean, they are associated with crashes no doubt about that, and there is nothing more important in a game than stability. I dont want my battles ruined by a repeatable crash.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
I get no crashes so they are in.
This campaign will be far more difficult because it is balanced around tabletop performance levels, so even marauders are not lame. They are every bit as good or better than Empire State troops. I will spend quite some time on coding new armies in the script so that there are very few repeat armies and all interesting to fight.
Marauder axe throwers have been axed though. Lame unit from mark of chaos which I never liked and chaos are not supposed to have. If I can find a new use for the model as another unit with different weapons I will use it for that.
That sounds awesome! I'm really looking forward to your mod and I appreciate how closely you are following the tabletop game, which is the only real "canonical" Warhammer. Your work looks amazing.
Take your time with this! It will be excellent. Though if you do have a time table I would like to know
Last edited by Shi Huangdi; March 29, 2012 at 09:40 PM.
Hmm in this mod do you improve the scripted spawned krom and archaon armies (adding trolls, giants, deamons instead of lame maruders and axe throwers) ?
They do cause crashes. A lot of people reported crashes when they were in a battle which were confirmed by the team and so they were removed form the official CoW. The crashes generally occur in night battles and when you zoom in closer. It is your submod, your call but they do cause crashes.
PARADAMED's PROJECTS FOR THIRD AGE TOTAL WAR! CLICK HERE
The more units for the fiefdoms submod //\\ The Marka barded horses submod//\\The wolf, the eagle and the crebain submod
great work mate!
is it compatible with galloper voice mod?
"With Hate, all things are possible." Malus Darkblade