MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Carl the Great on 8 January 2015, 04:02:30

Title: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 8 January 2015, 04:02:30
NEW! Here are the links to Alpha 4 (almost 70MB zipped):
https://drive.google.com/open?id=0B1TUVKDu5jKRSm5lckotU244VGM
(thanks, Archmage)
http://tempsend.com/D95679B0C9
*original link, expires for one month after the release date, which is July 9, 2016.

Changes: https://forum.megaglest.org/index.php?topic=9637.msg92673#msg92673
Faction tree (not perfect): https://docs.megaglest.org/images/9/95/Feudaltree.png

Here's the old link to Alpha 3:
http://dl.megaglest.org/techs/mediaeval_a3.7z

Here's the old link for Alpha 2:
Code: [Select]
http://www.tinyupload.org/ymgm6t6mrd5 *already expired, if you want, please message me. This link expired three months after the release date (which was April 19, 2015)

Old link for Alpha 1:
Code: [Select]
http://www.tinyupload.org/suob2cuvgtkIf you need this Alpha 1 for archiving, please message me, this link has been expired! This link expired one month after the release date (which was February 23, 2015)

Preview screen for Alpha 4:
(https://docs.megaglest.org/images/7/70/Mediaevalalpha6.png)

--
Starting topic:

Just a quick suggestion: a low-tech version of Tech to fit a medieval techtree, like the Crusaders.

It's the same as Tech, but: the steampunk theme (mainly the battle machine and the air units) removed, and a few units/models/textures from other mods may be used, with the makers' credits though.

More on my next post(s) below

Why not rename it to "Feudal," to fit the theme?

If any of you are still busy with your other creations, I'll understand.
I tried to do this myself starting with the Militia but when it tries to load, the Militia gives me the StackTrace error.

Alpha 3 faction tree:
(click to show/hide)

~

It's a lot of work, doesn't it? Feel free to ask for reduction.

POLL RESULTS:
#1
25% Yes, 50% Maybe, 25% No; and the No vote was first, so I will not add the Retired Lord unit, unless there is any other suggestions to add such unit.
#2
Currently Yes, 66% Maybe, 33%; Honour Guard may be added in the future.
Title: Re: Low Tech (feudal)
Post by: Omega on 8 January 2015, 06:13:42
I'd like to encourage you to try and do this yourself. Checkout the wiki (link in my signature) for guides on creating mods. What's the error message you're getting?
Title: Re: Low Tech (feudal)
Post by: wciow on 16 January 2015, 19:49:35
I liked this idea so I've started working on it. The feudal faction is a mixture of units from tech, prax and crusaders. This mainly an xml changing faction to bring the units together and tweak the stats a bit. I will be remaking the icons for the whole faction to keep them coherent. There may be a small amount of retexturing and modeling as well.

This is a small mod to ease myself back into Glest modding before i take on a whole new faction.
Title: Re: Low Tech (feudal), edit update #3
Post by: Carl the Great on 16 January 2015, 21:22:48
Click spoiler for old post.
(click to show/hide)
Title: Re: Low Tech (feudal), edit update #3
Post by: atze on 23 January 2015, 04:08:11

...

Postscript:
Please tell me, anyone, how to submit screenshots here, or to the Glest Wiki, so I can give you my progress. I have lots to say here!

I suggest, you take a freehoster, for example: http://tinypic.com/ (http://tinypic.com/) loads there your "screenshot" up and linked then this picture-link here (mark the link by post, then press the first button in the second line, in top of smileys ).
Title: Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
Post by: Carl the Great on 24 January 2015, 01:39:09
Or, if it is possible, there's still the old Glest Wikia, which I can try to upload pictures there and then post them here.
Title: Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
Post by: Omega on 24 January 2015, 10:07:08
Imgur (http://imgur.com/) is pretty much the best image host for 99% of uses.

On the MegaGlest wiki, upload files directly with Special:Upload (https://docs.megaglest.org/Special:Upload). You need to make an account and be logged in in order to upload files.
Title: Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
Post by: Carl the Great on 25 January 2015, 03:02:53
(Thanks, Omega! I created an account with the same name.)

Click spoiler for old post.
(click to show/hide)
Title: Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
Post by: Hagekura on 25 January 2015, 07:53:28
Nice screenshots, looking forward for the progress of this mod.
BTW, shouldn't this thread be moved to mods threads?
Title: Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
Post by: atze on 25 January 2015, 16:53:55
Too for the moment, this looks quite rather promising. Am curious. :thumbup::)

...
Suggested retexturing request(s): ..., banner guards' armour (too team-colored)...
...

For less "teamcolor" , I suggest  take the texture from spearmen or swordman, for the standard-bearer.

...
BTW, shouldn't this thread be moved to mods threads?

Good suggestion Hagekura. :thumbup:
Title: Re: Low Tech/Feudal (new medieval mod)
Post by: Carl the Great on 26 January 2015, 02:06:21
Hagekura-san, I will request this thread to be moved to Mods when the time comes.

atze, I've already seen the picture of the banner guard with the swordsman texture in your Prax mod, there's a green side of the banner.

I have edited the updated faction tree above so you can see the summary of the units/upgrades to be implemented.

Edit: That's unexpected, this thread moved to the Mods section. No "orders" were executed, though. Back to developing...
Title: Re: Low Tech/Feudal (new medieval mod -- Omega is great)
Post by: Omega on 26 January 2015, 04:33:52
I moved the thread to the mods board, since I don't take orders from titles!
Title: Re: Low Tech/Feudal (new medieval mod)
Post by: Carl the Great on 27 January 2015, 19:08:14
It's okay, this was once a request to create a medieval mod, but now with your advice, I am trying to make said mod for the future of this game.

The Feudal faction is almost done! I just need some help, such as new models (any working coded unit). I've been trying to find new models myself, but it has been years the older download links are not working.

For now, I am using placeholders:
Stable - Horsefarm (Indians), needs remodeling
Scout - Mounted Swordsman (Gauls)
Armed Peasant - Gladiator (Romans), remove shield and be retextured
Militia - Swordsman (Prax/Tech), suggest shield removed
Pikeman - Guard (Romans), suggest a Swordsman wielding Eliminator's Knight/Shadow Rider unit's weapon.
Crossbowman - Crossbowman (Imperial)
Trebuchet - Trebuchet (Crusaders)
Champion - Shadow Rider (Dark Knights)/Eliminator's Knight unit

Because of the placeholders, screenshots are probably going on hold; no, the unit appearances may not be medieval at all.

Edit: While wciow is working on the icons, I am going to make my own icons for the units for/as a test run. Expect to see the screenshot for some of the units.

Edit: ...and here they are:
https://docs.megaglest.org/images/5/54/Mediaevalicons.png
These unit icons are old. The latest icons I may try to attach will be here soon.

As I said, the Swordsman is going to be omitted at some point, and some will be revised as changes in many ways are implemented.
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: Carl the Great on 24 February 2015, 01:16:59
Apologies for double-posting, but I have released a link above to my working mod.

Not all units from the list are there, therefore any help/files to share is great (sorry, I can't model or texture).
If you have any questions/problems; post them here in this thread.
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: titi_son on 2 March 2015, 21:18:17
Carl your gold has a very high default-amount. This results in a bug for me. My gold spots have negative amount of gold. Why did you give the gold so much amount?
Well can't play like that. Maybe i will set the amount manually to a smaller number later. But the units i was able to see with my startup gold looked great :).
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: Carl the Great on 2 March 2015, 21:41:49
This mod is in the testing phase (default resources are at one trillion each), and you can edit the resource values to Megapack default if you like; I'll try doing so in the next release, this time at one million each.

Also, I have given most credit for the units based from other mods.
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: titi_son on 3 March 2015, 19:22:05
sry maybe i sounded a bit harsh  :angel:

One trillion gold does work, but you used more. this can't be handled in the code. You can only use values which fit into one integer.
Around 2.000.000.000 would be max
Yours is 1.000.000.000.000
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: Hagekura on 4 March 2015, 15:56:12
It's a solid faction. Looking forward to the progress of this mod.
BTW, shouldn't range of the crossbow longer or atleast same with the bow range?
Title: Re: Low Tech/Feudal (released alpha 1)
Post by: Carl the Great on 4 March 2015, 17:32:30
The crossbow in real life was a different design from the composite bow the Archer has, it had to be shorter with the bow range. Know that the Crossbowman unit has more damage inflicted than the Archer, best used in defense situations.

I just released my second alpha, feel free to test it; or retexture some modes if you have time. I tried the Mantlet myself. Sorry for the double post below:
Title: Re: Low Tech/Feudal (new medieval mod, released alpha 2)
Post by: Carl the Great on 14 March 2015, 04:23:28
Again, sorry for bumping...

Alpha 2 released!

Link on first post or here:
Code: [Select]
http://www.tinyupload.org/ymgm6t6mrd5
Changes:
~Changed Champion placeholders: Tribune (Romans) and Silver Helm Lancer (Elves), can now attack with an actual sword and lance; Champion armour from Metal to Leather (for barding, note of placeholders has the Roman scale caparison texture, if anyone helps to retexture, great)
~The Horse Archer placeholder is now the Reaver (Elves)
~Changed Iron Horses upgrade from Blacksmith to Barding in Guild, required for the Champion
~Testing resources are reduced to 1 million per resource tile instead of the original 1 trillion (one game probably caused a bug, see titi_son's post).
~Spearman can now adopt the Shield Wall formation, increases defense of nearby Spearmen
~Changed Fire Arrow particles from Indian Fire Archer to Ornihopter/Ballista
~Catapult has now two more attacks: Stone (high damage, low splash) and Barrel (weak damage, large splash)
~Stakes! Archers can now place stakes, which is useful for instantly killing cavalry. Remember that some siege engines can crush them. I added a manual override command so you can let your cavalry pass without incident. At this time, stakes are only held for 600 seconds because of a glitch that you cannot remove them physically. Try it.
~The Guild has now a Market upgrade which will allow you to trade resources.
(click to show/hide)
~Replaced many icons with medieval themed ones (upgrades), and for the units, better view.
~Removed the Swordsman from the Barracks, only Militia can be morphed into this as upgrade
~Battering ram, courtesy of Madmanntis's Fallen Elder
~Retextured Mantlet
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 11 May 2015, 19:22:43
Alpha 3 has been released!
The download link is on the starting post or here:
Code: [Select]
http://www.tinyupload.org/jg9psgv9lmx
Additions/Changes:
~Pikeman unit added, placeholder is the Chinese halberdier or Ji Bing (The Great Ming)
~As Yeomen can morph into Militia during building/repairing (for CPU's), temporarily removing the morph to Militia command.
~Swordsman can now be again recruited from the Barracks (temporarily)
~Changed "Jousting Arena" to "Quintains", requirement for Champion to use lances; jousting is more extreme than quintains, this is to greatly reduce the pricing of upgrade.
~You can now hire Knights and Paladins in the castle, provided you have the Chivalry upgrade.
~Retextured the barding and lance for the Champion unit, currently the texture image does not support transparent teamcolor.
~Retextured the Crossbowman and the Pikeman, will look probably medieval now.
~Retextured the Lord and Mantlet, crosses removed, Lord's shield, and Mantlet's wood (from atze's market model).

(click to show/hide)
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 20 August 2015, 18:56:25
Here's a preview for Alpha 4:
(https://docs.megaglest.org/images/c/c1/Mediaevalalpha5.png)

And a possible Militia unit:
(https://docs.megaglest.org/images/9/93/Mediaevalmilitia.png)
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: tomreyn on 22 August 2015, 13:19:23
Nice work.

Here's a mirror for a3:
http://dl.megaglest.org/techs/mediaeval_a3.7z
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 8 December 2015, 19:13:57
Forget what's in the spoiler!

(click to show/hide)
I am welcome for modellers, if anyone wants to volunteer.

Note: If you still need my Alpha 4, or any reductions to this techtree, please post here.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: -Archmage- on 2 June 2016, 07:02:03
I had some fun trying your mod, but I have a few issues with it.

1) The AI only gets like 1/3 of the way through the tech tree, making it incredibly easy to win against the computer.
2) It feels too much like Tech, the buildings are built in the same order, most of the infantry is familiar.

I suggest creating a more realistic progression. Barracks should be late-game, a professional standing army is really a final stage of power. The stronger infantry all feels about the same to me, the paladin and the foreign knight are basically identical for example. Making each unit more unique will make the gameplay much more interesting.

3) The Lord's guard spawning is quite OP, I was able to create a horde of his guards pretty quickly.

It's also pretty cool to see my old unit mods being used again. 8)
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 2 June 2016, 18:41:33
It's good to be back, Archmage, "your old unit mods" only mention the Spearman and the Paladin (Guard with axe).

As you can see, aside from making a new techtree plan, for this modification this is a good time to try to greatly revise my Alpha 4 (there will be no more gunpowder, this is for another modification perhaps to remain in medievality). My modifications skills are slightly unbalanced, that is why some tips are of good help. Do you still have your "knight with two-handed sword" (just wondering)?
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: -Archmage- on 3 June 2016, 01:25:23
No, I never finished the animations and it didn't look very nice anyway.

Good luck with the next Alpha!
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 7 June 2016, 21:44:10
Here's the plan for Alpha 4 (everyone ignore the starting thread for now):
Code: [Select]
Units
>Food-producing animals
>>Chicken
>>Pig
>>Cow
>Worker units
>>Peasant
>>Laborer
>>Engineer
>Basic units
>>Armed Peasant
>>Militia
>>Spearman
>>Archer
>>Scout
>Advanced units
>>Pikeman
>>Yeoman (archer)
>>Crossbowman
>>Banner Guard
>>Horseman
>>Horse Archer
>Elite units
>>Knight
>>Paladin
>>Champion
>>Handgunner
>>Lord
>Siege
>>Mantlet
>>Battering Ram
>>Catapult
>>Ballista
>>Bombard

Buildings
>Castle
>Farm
>Blacksmith
>Barracks
>Stable
>Tent
>Guild
>Watchtower
>Defense Tower
>Cauldron
>Moat
>Stake

Upgrades
>Blacksmith
>>Swords
>>Polearms
>>Metal Shields
>>Chain Armor
>>Plate Armor
>>Casting (allows Cauldron)
>>Barding
>>Gunpowder
>Barracks
>>Training
>>Advanced Tactics
>>Fire Arrows
>>Stakes
>Guild
>>Fletchers (allows Crossbowman and Yeoman)
>>Medicine
>>Siege Engineering
>>Advanced Architecture
>>Banners
>>Caparisons
>>Quintains
>>Market
>Cauldron
>>Oil
>>Moats
>Lord
>>Chivalry
>>Military Charter

There will be a re-haul of the Upgrades: some units will now require upgrades to train instead of upgrades boosting your units' statistics.
Any reductions? Will try to reduce units first.

---
Next Alpha:
There will be no more Rabbits and Deer, which would've been required for an upgrade to allow your Lord to join in the battle. The Chicken will still be used for an upgrade though.

The Armed Peasant and Militia will be about the same with the Daemon and Swordsman. The Guard/Man-at-Arms will be replaced by the Knight, the Paladin would be about 25% more health than the Knight.

The old Yeoman unit is renamed to "Laborer", while the actual Yeoman is a heavier version of the Archer.

There might be a "Moat" which your Peasants can dig, which slows down all units by 50% and decreases their armour by about 10%-25%.

The Ballista will be like the Norse "Crossbow", no longer static, but will deal some heavy damage to a single unit.
 
Gunpowder will be one of the late-game upgrades, which allows unlocking of the Handgunner (small splash, slow reload) and the Bombard (cannon, can also be morphed from the Catapult and Ballista).
---
Future plans:
If there are models available, the Pikeman will be able to attack at range 3 (like the Japanese Nagae/Ming Wolfspear, to easily pick off the cavalry), and the Paladin may replace its weapons with a halberd or two-handed war axe to be able to attack attack at range 2.

The Scout and Horse Archer may be merged into one unit probably, with a melee sword attack and a secondary bow attack.

The votes for the "Honour Guard", 2 YES's and 1 Maybe, the unit will be considered an elite cavalry with metal barding, can be morphed from Paladin/Champion or recruited from the Stable with the necessary upgrades.

There might be a change in the attack and armor names.

(there are more edits to come)
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: -Archmage- on 25 June 2016, 04:47:46
Any progress? As someone who doesn't care much for steampunk goofiness, I'm pretty interested in where this is going.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
Post by: Carl the Great on 25 June 2016, 19:12:18
Yes, Archmage, thanks for replying; it's almost done! In a few days or weeks, will upload the Alpha 4 after doing multiple fixes and tests. Everyone's welcome to help me in any kind (any unused G3D models or related).

---
Faction tree for Alpha 4: https://docs.megaglest.org/images/9/95/Feudaltree.png
Alpha 4 changes:
Four new units:
*Armed Peasant, morphed from the peasant, but can be recruited from the Farm for now, has almost the same statistics as the Daemon.
*Yeoman archer, supposed to be like the Longbowmen of medieval England, used an old Crusaders archer model as placeholder
*Handgunner, an early firearm and late-game unit, model from one Mr War's Great Ming faction units as a placeholder.
*Bombard, an early cannon and another late-game unit, model placeholder also from Great Ming.
Upgrades re-haul, units now require some upgrades to recruit.
A new structure, Cauldron, used for some oil-related assets.
No more beddings, Barracks can now heal military units inside them when inactive; the Guild can heal all units inside them even when doing an upgrade.
New defenses for Watchtower and Defense tower: alongside the normal Arrow, Fire Arrows and Handgun; the Defense Tower also has Boiling Oil, effective for melee units.
Renamed "Yeoman" worker to "Laborer". (In the future, the Laborer and Engineer might be merged into a single unit)
The Militia unit is back, the damage is the same as the Tech Guard, can now promote to Knight.
No more monks, Engineers can already heal units with the Medicine upgrade.
Man-at-arms (Guard) and Swordsman are removed for now.
Statue is removed, for now.
New ability for the Lord, Trebuchet, a 15-range attack like the Catapult, used as placeholder for a future Trebuchet unit
The Battering Ram is now made from the Engineer instead of made from the Tent, for AI spacing issues.
The Ballista is now movable and multi-commandable, currently the Tech Ballista is a placeholder (The siege ballista should be like the Norse Crossbow).
The Ram, Catapult, and Ballista can now morph into the Bombard if you have the upgrades, but you can also buy one from the Tent
Some of the upgrades no longer use the Tech images.
And other bonuses (please reply if you can see them)!

(click to show/hide)

Again, if anyone has any G3D models or advice to help out in this modification in the long-run, they're welcome.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 releasing soon)
Post by: -Archmage- on 26 June 2016, 06:09:58
I like the detail going into this mod, but make sure that you make each unit play/feel a little differently.

Long-term advice: Learn Blender. Seriously, just do it.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 10 July 2016, 04:08:48
I like the detail going into this mod, but make sure that you make each unit play/feel a little differently.
Thanks, Archmage, will try to make every unit a difference in future releases. Unit reductions, expansions, difference in statistics, for example.
Long-term advice: Learn Blender. Seriously, just do it.
Yes, that's one of the expected outcomes in my intuition, the models in this modification are based on other modifications, either retextured or not. Using a modeling program adds more pressure and time, no offense, got other things to do in the net. Do not worry, you are not obligated to create models for this unless you want to help.

Also, release link of Alpha 4 is in the top thread, or here: http://tempsend.com/D95679B0C9
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: -Archmage- on 14 July 2016, 01:02:03
Hosted Alpha 4 on my Google Drive. No need to use time-limited websites.  :D

https://drive.google.com/open?id=0B1TUVKDu5jKRSm5lckotU244VGM

Much better download speeds as well. Tempshare was giving me a pretty slow download. :|
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: -Archmage- on 25 July 2016, 03:54:04
Is this mod balanced against Magitech/Megapack? Or is it meant to be played against itself?
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 25 July 2016, 04:07:42
Is this mod balanced against Magitech/Megapack? Or is it meant to be played against itself?
This modification is somehow unbalanced, it's still an early Alpha, for example: the Militia unit has the damage of the Tech Guard and the health of a Tech Worker, while the Armed Peasant unit has the damage and speed of a Daemon while keeping it's 500 health of it's Peasant brethren. Some are only slightly modified Tech units.

In other words, yes, meant for itself. If you can, you can try to add links to Megapack factions, probably have much of the damage/armour names in this developing techtree. Trying to keep this techtree as historically medieval as possible.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: KIRCHATAAA on 16 December 2016, 13:03:35
Hey dude...I have downloaded ur faction I can tell by the pics that u've made that is pretty cool good job'n'all BUT!...
You'r faction doesn't work! like I am trying to load it and it says that something is wrong with the Banned guard.
Attack type not valid:none. this one... I cant fix it myself I dont know how u guys are even creating theese factions,which programs are u using'n'stuff...
If I am doing something wrong please reply to this message cuz there is a high chance of that being the case.Sorry if my english is imperfect :D
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 17 December 2016, 06:08:33
That's odd! The "none" attack-type is in the mediaeval.xml. Try replacing the <attack-types> string with this if it works:
Code: [Select]
<attack-types>
<attack-type name="slashing"/>
<attack-type name="piercing"/>
<attack-type name="blunt"/>
<attack-type name="impact"/>
<attack-type name="energy"/>
<attack-type name="magic"/>
<attack-type name="none"/>
<attack-type name="beat"/>
<attack-type name="instant"/>
</attack-types>
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: KIRCHATAAA on 3 May 2017, 20:19:41
I get an error. It says that something is wrong with the battering ram.xml file something with ''invalid closing message'' something like that. I've tryed to put the faction in my megaglest folder so I can play it with the other factions.Becouse I am kinda bored with just 1 faction :L.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 5 May 2017, 03:14:37
Can you please copy the code of battering_ram.xml, so a fix may be made? My modification files are in my old laptop and I need some time to transfer them to my new one. My laptop kind of broke down, so I can't get the files unless it is repaired or my hard drive has an enclosing.

I should have typed to Archmage to change my the .7z file into a .zip to make it more easier.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: KIRCHATAAA on 5 May 2017, 08:22:31
Heyaa I opened the battering_ram.xml and it didn't like show up its like it was empty.But the I opened it with notepad and the code was there this happens only with the battering_ram.xml.I checked other troop's xml's and all of them were showing codes'n'stats everything was fine.Somethings wrong with the B-ram.
Anyways I hope u'll find time to fix this cuz I really want to try ur tech out it looks sick :).Here's the Battering_ram's code:

Code: [Select]
<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="2000" regeneration="3"/>
<max-ep value="10" regeneration="1"/>
<armor value="80"/>
<armor-type value="wood"/>
<sight value="9"/>
<time value="90"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels/>
                         <level name="veteran" kills="5"/>
<level name="elite" kills="12"/>
<fields>
<field value="land"/>
</fields>
<properties>
<property value="rotated_climb"/>
<property value="burnable"/>
<light enabled="false"/>
<unit-requirements>
<unit name="guild"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="siege_engineering"/>
</upgrade-requirements>
<resource-requirements>
<resource name="wood" amount="300"/>
<resource name="gold" amount="100"/>
<resource name="food" amount="2"/>
</resource-requirements>
<resources-stored/>
<image path="images/ram.png"/>
<image-cancel path="../lord/images/cancel.png"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_select1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select8.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_ack1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack2.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack4.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack7.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack8.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack9.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack10.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack11.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack12.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack13.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack14.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack15.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack16.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack17.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack18.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack19.wav"/>
</command-sounds>
        <parameters>

<skills>
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="60"/>
<animation path="models/fallen_elder_stand.g3d"/>
<sound enabled="false"/>
</skill>
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="170"/>
<anim-speed value="115"/>
<animation path="models/fallen_elder_move.g3d"/>
<sound enabled="true" start-time="0">
> <sound-file path="$COMMONDATAPATH/sounds/catapult_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk6.wav"/>
</sound>
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="1"/>
<target value="all">
<unit-type name="stake"/>
</target>
<max-hp value="-600"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="false"/>
</attack-boost>
</skill>
<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<!--ep-cost value="3"/-->
<speed value="80"/>
<anim-speed value="50"/>
<animation path="models/fallen_elder_attack.g3d"/>
<sound enabled="true" start-time="0.50">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound>
<!--sound enabled="true" start-time="0.53">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound-->
<sound enabled="true" start-time="0.73">
<sound-file path="$COMMONDATAPATH/sounds/eagle_hit4.wav"/>
</sound>
<attack-strenght value="650"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="impact"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.73"/>
<projectile value="false"/>
<splash value="false"/>
</skill>
<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<!--speed value="300"/-->
<anim-speed value="80"/>
<animation path="models/bram_morph.g3d"/>
<sound enabled="true" start-time="0.3">
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
<sound enabled="true" start-time="0.7">
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
</skill>
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="70"/>
<anim-speed value="70"/>
<animation path="models/fallen_elder_die.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/ab_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die3.wav"/>
</sound>
<sound enabled="true" start-time="0.05">
<sound-file path="$COMMONDATAPATH/sounds/catapult_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die3.wav"/>
</sound>
<fade value="false"/>
</skill>
</skills>

<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../lord/images/halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../lord/images/move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/ram_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<!--stop-skill value="stop_skill"/-->
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../lord/images/hold.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>
<command>
<type value="morph"/>
<name value="create_bombard"/>
<image path="../bombard/images/bombard.png"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name= "bombard"/>
<discount value="30"/>
</command>
</commands>
</unit>
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: filux on 5 May 2017, 15:28:24
I see one. Just before the <skills> there should be </parameters>.
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: KIRCHATAAA on 5 May 2017, 21:20:41
I fixed it! here's the fixed version for the code. I added it into my megapack and now I can play in comfort :3.
Your mod is great btw I really enjoy playing it but tbh it feels alot like tech.Just a few texture touching and a bit changing clothes on the labradors and peasants and everything should be perfect! great work.
Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="2000" regeneration="3"/>
<max-ep value="10" regeneration="1"/>
<armor value="80"/>
<armor-type value="wood"/>
<sight value="9"/>
<time value="90"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
        <level name="veteran" kills="5"/>
    <level name="elite" kills="12"/>
        </levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<property value="rotated_climb"/>
<property value="burnable"/>
<light enabled="false"/>
<unit-requirements>
<unit name="guild"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="siege_engineering"/>
</upgrade-requirements>
<resource-requirements>
<resource name="wood" amount="300"/>
<resource name="gold" amount="100"/>
<resource name="food" amount="2"/>
</resource-requirements>
<resources-stored/>
<image path="images/ram.png"/>
<image-cancel path="../lord/images/cancel.png"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_select1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_select8.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="$COMMONDATAPATH/sounds/technician_ack1.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack2.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack3.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack4.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack5.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack6.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack7.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack8.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack9.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack10.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack11.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack12.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack13.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack14.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack15.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack16.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack17.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack18.wav"/>
<sound path="$COMMONDATAPATH/sounds/technician_ack19.wav"/>
</command-sounds>

</parameters>

<skills>
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="60"/>
<animation path="models/fallen_elder_stand.g3d"/>
<sound enabled="false"/>
</skill>
<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="170"/>
<anim-speed value="115"/>
<animation path="models/fallen_elder_move.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk4.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk5.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_walk6.wav"/>
</sound>
<attack-boost>
<allow-multiple-boosts value="false" />
<radius value="1"/>
<target value="all">
<unit-type name="stake"/>
</target>
<max-hp value="-600"/>
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0" />
<production-speed value="0"/>
<particles value="false"/>
</attack-boost>
</skill>
<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="80"/>
<anim-speed value="50"/>
<animation path="models/fallen_elder_attack.g3d"/>
<sound enabled="true" start-time="0.50">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound>
<!--sound enabled="true" start-time="0.53">
<sound-file path="$COMMONDATAPATH/sounds/technician_attack.wav"/>
</sound-->
<sound enabled="true" start-time="0.73">
<sound-file path="$COMMONDATAPATH/sounds/eagle_hit4.wav"/>
</sound>
<attack-strenght value="650"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="impact"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.73"/>
<projectile value="false"/>
<splash value="false"/>
</skill>
<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<!--speed value="300"/-->
<anim-speed value="80"/>
<animation path="models/bram_morph.g3d"/>
<sound enabled="true" start-time="0.3">
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
<sound enabled="true" start-time="0.7">
<sound-file path="$COMMONDATAPATH/sounds/worker_build1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/worker_build3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil3.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/anvil4.wav"/>
</sound>
</skill>
<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="70"/>
<anim-speed value="70"/>
<animation path="models/fallen_elder_die.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="$COMMONDATAPATH/sounds/ab_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/ab_die3.wav"/>
</sound>
<sound enabled="true" start-time="0.05">
<sound-file path="$COMMONDATAPATH/sounds/catapult_die1.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die2.wav"/>
<sound-file path="$COMMONDATAPATH/sounds/catapult_die3.wav"/>
</sound>
<fade value="false"/>
</skill>
</skills>

<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../lord/images/halt.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>
<command>
<type value="move"/>
<name value="move"/>
<image path="../lord/images/move.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>
<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/ram_attack.png"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<!--stop-skill value="stop_skill"/-->
</command>
<command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../lord/images/hold.png"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</command>

<command>
<type value="morph"/>
<name value="create_bombard"/>
<image path="../bombard/images/bombard.png"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name= "bombard"/>
<discount value="30"/>
</command>

</commands>
</unit>
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 6 May 2017, 01:23:42
Glad you like my modification. I didn't know something was wrong with using .7z, thought the battering ram's .xml did not have any problems. Maybe the compression?

Edit:
After releasing Alpha 5 (this will be my last), my plan is to make faction(s) without any gunpowder (much as possible), to make it as historically close to 12-13th-century.
Code: [Select]
First faction, based on England:

Castle
>Laborer, Foot Squire, Foot Knight, Lord
Farm
>Farmer, Peasant, Armed Peasant, Hunter, Animals?
Blacksmith
>Upgrades
Barracks
>Spearman, Poleman, Pikeman, Man at Arms, Captain, Bowman/Yeoman, Crossbowman
Stable
>Scout, Squire, Lancer, Knight, Lord
Market
>Trading, Highlander?, Upgrades
Guildhouse
>Upgrades, Herbalist
Storehouse
>Storage, trading
Tent
>Engineer, Mantlet
>>Engineer can morph into: Ballista, Catapult, Ram, Trebuchet?

Upgrades:
Archery, Architecture, Caparisons, Chainmail, Charter, Chivalry, Crossbows, Destriers, Feudalism?,
Fire Arrows, Herbs, Hobbies, Maces, Medicine, Mercenaries?, Oil, Pikes, Plate Armour, Polearms, Retainers, Rounceys,
Siege Engineering, Stakes, Swords, Tactics, Trade, and Training
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: arun chavan on 20 March 2020, 10:03:51
i have downloaded the feudal mod for mg but it shows an error that banner guard_banner guard xml
message:attack type not found.so what should i do should i add attack type as slashing?please help me
Title: Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
Post by: Carl the Great on 12 April 2020, 12:40:38
What attack type is "not found"?

Sorry, just came here after a while.