n0kn0k Posted February 3, 2007 Share Posted February 3, 2007 Just started a new project and couldn't resist posting a little teaser. No ETA yet, since i'm very busy at uni atm. Features are. - Customized sounds - Customized unit and resource graphics and stats - Customized main campaign map - AI when playing as Rome Customizing the environment tiles would be nice also, but that's really alot of work. So maybe in the future. The mainscreen: [ February 08, 2007, 02:59 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
ChrisND Posted February 4, 2007 Share Posted February 4, 2007 Looks good! Send me a mail if you need any help on minor stuff. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 4, 2007 Author Share Posted February 4, 2007 Will do Was making some archers last night, but the original picture wasn't that good so the end result turned out horrible I'm making all the units out of photographs from scale models. So i'm a bit limited in resources since there weren't any camera's around during those days Gonna take a look at uni next week for some nice sound samples. 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted February 5, 2007 Share Posted February 5, 2007 Wow n0kn0k, that looks great 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 5, 2007 Author Share Posted February 5, 2007 I've been sorting the units a bit at work. I've got some idea's sofar, just gotta sort the balance out. HQ = General Partisans = Angry mob Corps = Cohort Army = Legion Tank = Cavalry Foreign Corps = Auxiliary Corps Foreign Army = Auxiliary Army Airforce = Jupiter (God of thunder) (1 unit limit, maximum strike range) Bomber = Catapult (starts with 2 range) Rocket = Archers Engineer = Slave builders Paratroopers = Spies (0 defense 0 attack, gotta tweak the costs) (still having doubts on this unit) Subs = Pirates Carrier = Catapult ship Cruiser = Neptune (God of the Sea) (1 unit limit, got to tweak the cost and defense) Battleship = Trireme The idea is to make a singleplayer game that leans heavily on scripting, diplomacy and historic events. Edit: Fooled around a bit more with the archers, and also made a Cohort unit. [ February 08, 2007, 02:59 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 5, 2007 Author Share Posted February 5, 2007 Ok even more fooling around. The standard terrain type looked kinda plastic to me, so i tried to edit that a bit and give it a bit more texture. I hope you all like it. Currently putting country colors on kinda fades it, but i'll sort that out also. Edit: Combined some screenshots into one new one to save some loading times for the 56k people [ February 08, 2007, 03:02 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
Night Posted February 6, 2007 Share Posted February 6, 2007 very cool keep it up 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 8, 2007 Author Share Posted February 8, 2007 A little update. I've been working on the campaign a bit with the editor, and ran into a little problem. It's not possible to set a B.C. date Not totally unexpected though since it's a WW2 game. Other things that i've been thinking about are: - Operational movement = off - No unit purchases - Storyline - Unit assignment linked to conquest progression and promotions The basic idea is to put the player in the role of a commander getting orders from the Senate through popups. Then moving the army over to the assigned territory, after which the war is declared (join percentage set to 100) through scripts. After objectives are reached more units will be assigned for the next campaign. By assigning targets through popups and automated war declarations i can keep the rising difficulty and unit count in check also. I've been looking at the possibilities of scripting all this, and it seems very doable. I'm hoping to be finished with the graphics this weekend. So scripting can start next week. EDIT: Almost forgot the new Stormy water I hope you all like it. EDIT 2: Ok one last edit for today Look for the differences, only one thing changed [ February 14, 2007, 01:20 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 10, 2007 Author Share Posted February 10, 2007 A little update. Updated some screenshots. Todo list is now: - Remaining 50% of the sounds - Remaining 50% of unit graphics - Some resource graphics - Flags - User Interface - Scripting - Unit Placement [ February 14, 2007, 01:13 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
Colin I Posted February 13, 2007 Share Posted February 13, 2007 I would suggest an infrastructure tech (roman roads and communications) and a (very limited and only with good infrastructure) operational move. Romans did use their internal communications very well to deploy - depends on your time scale how good this would be. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 13, 2007 Author Share Posted February 13, 2007 I'll prolly stick with the regular tech upgrades to simulate improvements in mobility. Operating, even with railheads would be way too good considering the time it's taking place. There are plenty of ports though to transport units. I could also try and toy around with the implementation of roads, like others did in other mods. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 14, 2007 Author Share Posted February 14, 2007 Little update on some graphics work Nearly done with the romans now. All done except Jupiter, the god of Thunder! [ February 28, 2007, 09:22 AM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted February 16, 2007 Share Posted February 16, 2007 I'm going to definitely test your mod and give feedback when you have it ready. Incredible. 0 Quote Link to comment Share on other sites More sharing options...
Moonslayer Posted February 16, 2007 Share Posted February 16, 2007 I'm with Blashy, this is awesome looking and I cannot wait to see it in the flesh! 0 Quote Link to comment Share on other sites More sharing options...
Retributar Posted February 17, 2007 Share Posted February 17, 2007 I have to throw in my "Congratulation's" as well!, you are breaking New-Ground here n0kn0k , maybey Hubert can help out with that nagging B.C. vrs A.D. dilemma?. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 17, 2007 Author Share Posted February 17, 2007 It's not that big of a deal Unless you're really a history buff. I've got plenty of other stuff in it already like the Roman calendar, country names from that period and some other stuff I'm thinking of making 2 versions also, one totally linear, where you get attack orders from the Roman senate. Followed by a 100% activation in the scripts next turn. The other version would be a more randomized version with % based DoW's from other countries. The further away the country is from Rome, the lower i'll set the % in the scripts. But it's gonna take some time, just installed Vista Ultimate 64 bit so i'll be waiting for the official 1.06 patch next week. (The mod is made in 1.06 already btw) 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted February 24, 2007 Share Posted February 24, 2007 Anytime you need playtesters, I will jump in. I had made a feeble attempt at a Roman Empire mod in SC but the editor was way too limiting and I did not change any bitmaps. What you have is amazing. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted February 28, 2007 Author Share Posted February 28, 2007 Small update. A bit low on time here atm. Only Jupiter left to do now. Added: - 2x Farm graphics - Catapult ship - Neptune - Slave builders Also added some historical stuff: - Legion names - General names - Fleet names - Sorted the "campaign" DoW order And i've been tweaking the units a bit. Gonna start populating the opposing countries tomorrow. Friday i'll try to finish up the sound. After that who knows Also gonna keep a list of things that i'd love to see changed. - BC / AD years - Longer unit names - More countries and unittypes [ February 28, 2007, 03:38 PM: Message edited by: n0kn0k ] 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted February 28, 2007 Share Posted February 28, 2007 I wanna play, I wanna play, I wanna play... Did I mention I want to play this mod 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted March 3, 2007 Author Share Posted March 3, 2007 Sound is done now. I'm not 100% happy about it, but it will do for now Gathered a bunch of sounds from all over the internet, went editing with Soundforge a bit. It totals up to about 60 files with some duplicates. 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted March 6, 2007 Author Share Posted March 6, 2007 Interesting read here on Roman History. Just press continue each time at the bottom of a page. http://www.unrv.com/empire/roman-history.php I'm planning to script events along the lines of this. 0 Quote Link to comment Share on other sites More sharing options...
Konigs Posted March 6, 2007 Share Posted March 6, 2007 Looks great, I would love to try your mod when you are done, .... 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted March 9, 2007 Share Posted March 9, 2007 noknok, things progressing well? 0 Quote Link to comment Share on other sites More sharing options...
n0kn0k Posted March 9, 2007 Author Share Posted March 9, 2007 Not really, i ran into a few evil bugs Mostly Vista related. One of which i already solved, as you can read down here. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=22;t=000365 But soon after that another one popped up. As soon as i place a Minor HQ the editor crashes. And i kinda can't do without those HQ's So untill Hubert or myself find a solution for that one I can't do anything. 0 Quote Link to comment Share on other sites More sharing options...
Blashy Posted March 10, 2007 Share Posted March 10, 2007 Ah yes Vista, a friend of mine is kicking himself for buying it. 0 Quote Link to comment Share on other sites More sharing options...
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