I haven't dug through the whole thread, so forgive me if the answer is apparent: will this be based on a 'provincial campaign' principle (new map) or will it overwrite the base installation ('world' folder)?
Quick question:
Will you be removing all of the other faction's unique units from the other factions of that race's roster, e.g. removing Reiksguard from Stirland, removing Khorne Bloodletters from Slaanesh, in Custom Battles and multiplayer? It always kind of irked me that all of the Empire factions had the same rosters (why are the White Wolves in Talabecland's armies?) and the same goes for the other races and that Nurgle would be using Flamers and Screamers.
It's a separate install, like your version, with everything in the base world folder. Nothing to stop anyone from having COW, RoDG, and BoTET all installed.
Yes, already done for the Chaos factions, and it's soooo much cleaner. All red Khorne units for Khorne. The Empire we haven't restricted all the factional units yet, since some are attainable in the campaign, but I'm sure we could cut some down too, so each Empire faction is different in custom battles.
Yeah, the mod folder is COW_Beginning_Of_The_End_Times. And thanks, good catch with those textures. This mod was started right after the first 1.6 public beta version came out, so we do want to cross check your fixes as well as what the COW team has come up with in their latest release to make sure we have everything as optimized as possible.
Amazing guys! woud love to play it allready maybe some beta-test's? ^^
All Orks is equal, but some Orks are more equal dan uvvas.
I am working to integrate the latest release into my build (roughly 140MB of added\edited files), hopefully by mid week I have straightened it out and tested enough to release - the campaign script needs a bit of work. Another tip: use consolidated pic directories in the EDU, that will save about 400MB disk space. And scour the directories for files with Cyrillic characters, it tends to mess up installers on systems that can't handle it.
Edit: and cut down on the folder name length, that tends to really mess up battle model attachment paths. We had some serious problems in EBII that way, I think it starts when the total letter count of the full path exceeds 128, curiously it's only with the attachments, nothing else. You have a large number already to start with if it is a steam installation. (Long live custom installation from disk! eg C:\Games\M2TW)
I'm sorry to essentially double post, or call attention to my own post, but I'm fearful that my comment was buried due to a long approval and a new page starting, and that my question would never be answered, so here it is again just in case it had gotten completely overlooked.
Any chance we might see the Beastmen their own playable chaos faction?
Awesome, that sounds great. The campaign script for our version is obviously a lot different, and much much smaller.
I did the merc folder thing back in September, based on how you did it in the 1.5.1 RoDG install. It helps. And yeah, cutting all the leftover Cyrillic, even stuff that doesn't show up in-game.
That's true. None of the team has run into it saying anything is too long when dropping the mod into the mods folder, but COW_BoTET or something like that would work just to make sure it never becomes an issue.
Nope, not in this mod. They can be made playable in 1.5.1 and 1.6 just by opening descr_strat and moving egypt from unplayable to playable with the other factions. They weren't very fun to play as. In this mod we've used all the faction slots to bring Bretonnia, Ogre Kingdoms, Lizardmen, and Wood Elves into the game for the first time, and Beastmen are part of the Chaos factions, in the same way there's no separate Warriors of Chaos and Daemons factions. There's a decent chance we'll end up including a few Beastmen characters for the Chaos factions, and you'll definitely be able to raise armies full of Beastmen units.
Gigantus - are you stating that it is only a problem with the "attachments" for units? (as in the files in - ex:data/unit_models/units/warhammer/empire/model/attachmentsets)
Or
as a general-rule-of-thumb?
That is one of the main goals of this mod is to improve stability!
(as Stated in WhiffOfGrapeshot's awesome intro-graphic on the 1st page
It is only a problem with the length of the path to the attachments (including the file name). We didn't experience problems anywhere else.
Example
Underneath is the length of a path to an attachment right now without the path to M2TW and it makes me nervous - I am quite positive that reducing the path length will reduce battle crashes. I am just not willing to do the necessary changes as they involve a huge time investment and will make updating from patches an undertaking of nerve testing proportions. If you start a stand alone mod then you may want to look into this issue.
133 Medieval II Total War/mods/Rodg16/data/unit_models/_Units/warhammer/Chaos/model/Officers/Lords/textures/Tzeent_general_normal.texture
My suggestion would be to reduce the path thus:
Medieval II Total War/mods/Rodg16/data/unit_models/_Units/[unit_name]/att/[file]
You may even go shorter and put the attachment files into the unit's folder or have a dedicated attachment folder like vanilla had (because of use by multiple units)
Is the Ork Shaman in the mod too?
(Slaans are the most powerful magician unit in the game so i can't imagine it's powers) i tremble ! damn it looks amazing
PS: if the light wizards of the tabletop game are gonna be into the mod, what power will they have?
or the ice queen from Kislev
Yeah that makes sense. It's some work, but we've (well, tomdoof) already optimized the bmdb quite a bit with things like the redundant Chaos units (Like Marauder Axe Throwers of Khorne changed to just 1 Marauder Axe Throwers with Khorne's having the Khorne texture), so if something like that could help, we'll probably go through and fix it.
How did I miss your post twice? Yes, fixing stability is one of our biggest priorities at all times. We've fixed it a lot, and made it worse again, and fixed it again It's just not a really eyegrabbing thing to say "the campaign isn't crashing all the time!" when we can say "look at these sexy new units and map!"
Orc and Night Goblin Shamans were already in COW, so yep, they're still here. We're making them a little less of a mega sniper, though.
And we have some new wizards, but their projectiles are not fully 100% completed.
Gigantus,
As always - thank you for your amazing insight and specificity when answering these modding question - you rock mate!
Perhaps after the initial release we could gather a team and divvy up the work so such optimization can be further completed - as you pointed out, such work is relatively easy to do - it's just that there is so much of it, and if you are 1 character off in the BMDB - well you're screwed lol.
Is the Green Knight of Bretonia going to be a hero unit?