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Modpacks » Improvement Mod *OLD post, check out the new one!*
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Improvement Mod *OLD post, check out the new one!*
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Author |
File Description |
MandosRex (id: mandosrex) |
Posted on 09/05/10 @ 06:32 PM (updated 05/08/11)
File Details |
Game Version: |
AoE3+TWC+TAD |
Screenshot:
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This is an old post of my Improvement Mod.
Check out the new link or look a few posts up!
http://aoe3.heavengames.com/downloads/showfile.php?fileid=3130 |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 [30] 31 32 33 34 35 36 37 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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MandosRex (id: mandosrex)
File Author |
Posted on 01/29/11 @ 07:50 AM
now it's bad because you see them rarely... can you make up your mind... and before you say something else about this, the russians do train and use them.
now about imperial skins... listen, i could make skins my self, but i need to know how i can make the alpha part of the image or how it's named, because team colors won't appear on the skin if i don't.
and i am avoiding to add 'models' from NE because it's not just about models, i have to make a completely new unit, for every model, i hate how much work there is in it to make it right...
but... again, tell me the units' names, where do you want them, and i will add them.
edit: great... now you want 4 units... i should have added those 2 when you first asked me...
and about the great cannon... haha... funny story, but i think i know what's the problem...
again, i forgot to add a file to the archive :D:D
wow, wait a minute, lets make something clear, if i replace a unit, i will replace it with something that has the same basic weapon, attack, etc.
the Arquebusier is nothing like the crossbow man, so that's out.
and the french already have a unique melee cavalry, don't you want to add the Death's Head Hussar to another civ?[Edited on 01/29/11 @ 06:42 PM]
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Don_Omar_Futurez |
Posted on 01/29/11 @ 06:15 PM
alright, i never wanted too many extra units from NE, but i do want these 4:
-Schütze for the Germans instead of their skirmishers.
-Drabant for the dutch to replace their hussars.
-Death's Head Hussar for the French, replacing their hussars.
-Arquebusier to replace the Spanish crossbowman
and thats it, u'll find their descriptions here: http://www.ne.elpea.net/forum/units.html
edit: and idk y, but the great cannon doesnt get produced by the russian factory in my game, i can get the shipments (2 great cannons [2x]) from the home city but i cant produce them :(, i tried reinstalling the game but nothing new, any idea wat the problem is, i mean which file is responsible for the change in the russian factory?
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edit: alright, just add the Drabant and Schütze, as for the death head hussar, it rightfully should belong to the germans, but they got the polish ulhans so i guess u can give them to the Portuguese, but not by their original name.
and another thing, u know those barricades that appear in the last mission of the 'fire' campaign, the ones that shield the great cannons could u add them as buildings to the Sioux or other native civs and give the ability to boost units defense when they're inside?
and the ram that trains from the teepee.. cant u move it to the warhut? its un-realistic how a siege unit is trained from a small building like that, if u want to make teepees more significant, boost their HP area bonus ability.[Edited on 01/29/11 @ 10:37 PM]
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MandosRex (id: mandosrex)
File Author |
Posted on 01/30/11 @ 07:02 AM
well the problem is that those barricades are actually made from 3 pieces... and i can't weld them together in a single piece. now maybe you would think 'then make them build like walls'... no, it's not the same thing, believe me.
as for the ram... if i remember right, i add it to the tepee because there is no room left in the war hut... and another thing... i don't know if i can explain... if 2 civs have the same unit and the same building, if you make that unit to train on that building for one civ, it also applies to the other civ... and as i said, there is no room for it. maybe it is for the sioux, but for iroquis and aztec... btw iroquis also have it at the siege workshop, so it will appear in 2 places. in fact yes, now i remember, that was the idea, to add the ram to all natives, but to add it to buildings that the iroquis don't have -> tepee and nobles hut
i hope you understand.
ok, new idea. i want to add new units to civs that have no unique unit as infantry or cavalry, so, i will add the Drabant to the portuguese (with a different name of course) and the Schütze to the dutch. i may also add the Marine to the us, because the musketeer seems a little old for them...
ok, let me tell what i did.
i added those 2 units, and when i come to the marine, i looked more closely and i decided not to add him... also i will not replace / remove the rifleman from the us... i mean, are you blind, can't you see how badass the casador looks, come on! it shits on the NE marine... though i did the following things, improvements will rename the musketter to marine and the skirmisher to frontiersman.
the reason i added the skirmisher to the british, well while adding those new units i did some research my self, and i found out that long range skirmishers where very used by the british, and to make the british a little more strong, they seem so week to me...
the russians, well i don't really know what ensemble wanted to do with them... i mean, even blockhouse units train normally in a fort... and making cavalry train in groups would make them pretty expensive.
oh wait, i've got it... blockhouse, block house, troops from the BLOCK house train in BLOCKS... it's just and esthetic thing...
i have also made the ottomans look more... ottoman... the moment i saw the indians i thought about ottomans, they have so many things in common. again, esthetic things but still. so i took some measures.:D
i am waiting for bugs reports.
hm... a mix between ottoman settlers... i don't know... it looks kinda weird... though i will make it and you can tell me your opinion after you see them.
as for the minuteman portrait, sorry but i can't add the one from the indians, it's complicated but i can't.[Edited on 01/31/11 @ 10:28 AM]
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Don_Omar_Futurez |
Posted on 01/30/11 @ 04:40 PM
if u want to, that's fine, as for the US using manor houses i think they should have normal houses even if the britsh are their predecessors as u said, the rocket symbolizes that influence well enough.
and the marine, wouldnt mind to see it in the mod, but replace the rifleman with it not the musketeer. musketeers don't look that old on imperial rank anyway.
and one thing concerning the Russians, would it hurt to allow them to train cavalry in groups? like they train settlers and infantry, in small groups of 3 or 4 i mean.
i'll talk again within the nxt fortnight, for now peace.
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edit: oww, cant other ppl plz find bugs? u know the TEAM early dragoons card the Portuguese get, well it makes all team ranged gunpowder cavarly train one age earlier... u gotta include the mounted rifleman in that, same probably with the TEAM early skirmshers card which i forget which civ gets, but include the new units to them.
edit: with the ottomans, i recommend u return the European female settler model and keep the male indian settler model, for a racial balance since ottomans are the crossline between europe and asia. maybe also replace the minuteman portrait with the actual indian sentry one, but i like this tweak :)
and if u want to, make the bone guards be able to train selectively-bred white jaguars (make them the strongest pets in the game).[Edited on 01/31/11 @ 03:31 AM]
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Don_Omar_Futurez |
Posted on 01/31/11 @ 04:47 PM
yea, i think the ottoman villagers are fine, but did u edit the models on their fishing ships?? i didnt check but just making sure.
finally, i noticed that each homecity has a unique explorer card with a portrait for every euro explorer, since they all share the same portrait can u give them each their own? |
MandosRex (id: mandosrex)
File Author |
Posted on 01/31/11 @ 08:41 PM
no, Don Omar, i can't give different portraits for the same unit, just like the minuteman...
and of course i also edited fishing ships, so i understand that ottoman villagers, half european, half indian look good???
you know, it's funny how you said about a month or two ago that you already see this mod's end... sometimes i hoped you where right...
i for one can't wait for AoE Online to go out, though i hate it, but being free makes it even better. for now, this mod is at the end of my priorities list. i want to chill out, no big things from now, please.
yes... it is darker... the main problem really... ok, i will try to edit the skin... God help me...
edit: ok... a... i kinda failed... though i did something interesting...
check it out.
ok my friend, happy you like it.
besides re-skinning the settler, i also tried to fix as many bugs as i could, most of them from consulate shipments. can you have a look to see if buildings from the consulate have the right skins, because they can get weird, like how it was with the russian factory.[Edited on 02/02/11 @ 06:34 AM]
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Don_Omar_Futurez |
Posted on 02/01/11 @ 07:06 AM
yes they look good! the female indian villager looked too oriental for the ottomans, as for the male, he sorta looks similar to the Imam priests except the darker clothing, so it works. :))
and there are... no more ideas i can provide u with... everything is covered, this time im certain.
edit: omg, u said just before that this mod is the least of ur priorities and now u have remodeled the indian settler.. geez, howver i wouldnt call that a fail, its rather alright :) and i think v1.7 will be my final version, cuz i havnt had a proper LAN due to work and constant updating of this mod :P[Edited on 02/01/11 @ 11:50 PM]
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Paco the Great |
Posted on 02/07/11 @ 01:31 PM
Looks great but you should make the Chinese have a revolution option, with a choice between Mao Zedong and Sun Yat-Sen. That'd be good. |
MandosRex (id: mandosrex)
File Author |
Posted on 02/07/11 @ 05:10 PM
the chinese already have consulates, that's enough. |
Don_Omar_Futurez |
Posted on 02/12/11 @ 07:25 AM
heyy, is anything going with this mod now? any new civs? cuz believe me no one is gonna report any bugs, i myself havnt found any. |
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HGDL v0.8.2 |
Rating |
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4.9 | Breakdown |
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Playability | 4.9 | Creativity | 4.8 | Art and Sound | 4.8 | Installation/Instructions | 4.9 | Story/Description | 4.6 |
Statistics |
Downloads: | 4,316 |
Favorites: [] | 14 |
Size: | 263.00 Bytes |
Added: | 09/05/10 |
Updated: | 05/08/11 |
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