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Turan - Children of the She-Wolf(Status: Nothing right now)
Hey guys... I am starting on reading the modding manual. If I mod a nation into the game, will it be included in the original version if it is good enough? I want this nation to be played worldwide!
It might look a bit close to Sarmatia though, both tribes have similar lifestyles, but this will feature no hydras, but for monsters it will include werewolves, recruitable and summonable wolves, sacred berserker dire wolf cavalry with AP bite instead of hoof(deviation from fact) and sacred Skinshifters with twin falchions instead of Midgard's 2H. I am thinking of Manas as a cavalry hero with only 20 leadership but with luck and speed (he is said to ride faster than an arrow in a legend despite wearing a large scale mail hauberk and a bronze barded horse). And Tonyukuk(changeable though) a walking 3 astral general with huge leadership and seer ability. Ow... the mod thing seems difficult but I think I can pull it off. A fresh start always looks ominous though. A Question first. How do I start a file for a mod? I have zero knowledge of coding. Is it OK if I copy the vanilla mod and edit a new nation within? If so, how do I do that, which one is the file? Didn't figure out from the manual and it is time for me to go and leave the laptop. |
Re: Turan - Children of the She-Wolf(Status: Nothing right now)
Starting basic info, time's up, more tomorrow.
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Re: Turan - Children of the She-Wolf(Status: Nothing right now)
start with a dominions 3000 nation one about necrons I'd say since that is what you suggested (and I had already though about necrons)
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Re: Turan - Children of the She-Wolf(Status: Nothing right now)
I'm off to sleep, tomorrow I'll start writing starting info about Turan. Then we'll think of a LA Ermor. I think just retrofitting Legionairres with gauss guns and covering them with a larger armor ought to do it. After all, all an undead needs to resist is the re-entry heat.
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Re: Turan - Children of the She-Wolf(Status: Nothing right now)
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They are just text files. Or you can base your mod on the .dm file of a downloaded mod, or the one that comes with the game. |
Re: Turan - Children of the She-Wolf(Status: Nothing right now)
Pretty much any mod's going to be played worldwide, once it's finished. We're a very international crowd. And we already have mod nations of amazing quality, and they work just like the vanilla ones do (although the vanilla ones occasionally have traits and abilities that modders don't have access to, yet) and they're free to download. So no reason to include them in the vanilla version.
And while I myself made AP bite animals, I'd like to point out that I did so for hyenas and their relatives-which have jaws which are famous for being able to bite through steel. I didn't give the same ability to lions, or even huge dragons (although I might for one, in the future), because it wasn't specific to the theme. So do what you like, but I'd advise caution about giving a unit too many special powers, without good reason. Balance is the *****-queen that all us modders must ultimately bow to, if our mods are to be taken seriously. |
Re: Turan - Children of the She-Wolf(Status: Nothing right now)
I am writing basic descriptions, and starting to flesh out the stats. IF anyone has the time, add me on MSN (theblasphemy[yaddayadda]hotmai) and help me out in balancing. If it is balanced, this may go even into vanilla mod!
Wish me luck. This looks it is going to take huge time. |
Re: Turan - Children of the She-Wolf(Status: Nothing right now)
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A fresh start for a description. I am borrowing the sprites of the Hellfire Mod for now.
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Re: Turan - Children of the She-Wolf(Status: Nothing right now)
It sounds good to me, JaghataiKhan.
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Re: Turan - Children of the She-Wolf(Status: Nothing right now)
Next step. I am mimicking the command lines in Hellfire mod, as I don't want to develop everything from scratch, I have a crapload of schoolwork and internment to do. I am adding new units with the newunit line and fleshing out the description, hit points and all the other stats. I am thinking of adding new weapon: "Bone recurve bow" with extra damage(12 instead of 10) and longer range but -1 precision and an extra resource point(too much craftsmanship to make the bow, and it will be mostly used by Akinjis to unload quivers into large unit formations, not a hunting and sniping tool.(composite or short bow might be put for that)
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