Poll

Would you like Honour Guards (morphed from Paladin) added for the Feudal faction?

Yes!
2 (66.7%)
Maybe...
1 (33.3%)
No.
0 (0%)

Total Members Voted: 3

Voting closed: 2 October 2016, 05:10:21

Author Topic: Low Tech/Feudal (new medieval mod, Alpha 4 release)  (Read 8482 times)

Carl the Great

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Low Tech/Feudal (new medieval mod, Alpha 4 release)
« 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:


--
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.
« Last Edit: 14 July 2016, 18:14:09 by Carl the Great »
Thanks!  ;)

Omega

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Re: Low Tech (feudal)
« Reply #1 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?
Edit the MegaGlest wiki: http://docs.megaglest.org/

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wciow

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Re: Low Tech (feudal)
« Reply #2 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.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Carl the Great

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Re: Low Tech (feudal), edit update #3
« Reply #3 on: 16 January 2015, 21:22:48 »
Click spoiler for old post.
(click to show/hide)
« Last Edit: 8 May 2015, 19:41:40 by Carl the Great »
Thanks!  ;)

atze

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Re: Low Tech (feudal), edit update #3
« Reply #4 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/ 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 ).
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
« Reply #5 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.
Thanks!  ;)

Omega

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Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
« Reply #6 on: 24 January 2015, 10:07:08 »
Imgur is pretty much the best image host for 99% of uses.

On the MegaGlest wiki, upload files directly with Special:Upload. You need to make an account and be logged in in order to upload files.
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
« Reply #7 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)
« Last Edit: 8 May 2015, 19:42:09 by Carl the Great »
Thanks!  ;)

Hagekura

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Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
« Reply #8 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?
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atze

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Re: Low Tech/Feudal (new medieval mod, do not move to "Mods", yet)
« Reply #9 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:
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod)
« Reply #10 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...
« Last Edit: 26 January 2015, 05:28:55 by Carl the Great »
Thanks!  ;)

Omega

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Re: Low Tech/Feudal (new medieval mod -- Omega is great)
« Reply #11 on: 26 January 2015, 04:33:52 »
I moved the thread to the mods board, since I don't take orders from titles!
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod)
« Reply #12 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.
« Last Edit: 15 March 2015, 21:51:15 by Carl the Great »
Thanks!  ;)

Carl the Great

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Re: Low Tech/Feudal (released alpha 1)
« Reply #13 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.
Thanks!  ;)

titi_son

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Re: Low Tech/Feudal (released alpha 1)
« Reply #14 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 :).
My first Tilseset: SPRING :) (included in Megaglest )

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Carl the Great

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Re: Low Tech/Feudal (released alpha 1)
« Reply #15 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.
« Last Edit: 2 March 2015, 21:52:02 by Carl the Great »
Thanks!  ;)

titi_son

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Re: Low Tech/Feudal (released alpha 1)
« Reply #16 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
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Hagekura

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Re: Low Tech/Feudal (released alpha 1)
« Reply #17 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?
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Carl the Great

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Re: Low Tech/Feudal (released alpha 1)
« Reply #18 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:
« Last Edit: 14 March 2015, 04:18:51 by Carl the Great »
Thanks!  ;)

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, released alpha 2)
« Reply #19 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
« Last Edit: 3 April 2016, 16:44:37 by filux »
Thanks!  ;)

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #20 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)
« Last Edit: 3 April 2016, 16:44:54 by filux »
Thanks!  ;)

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #21 on: 20 August 2015, 18:56:25 »
Here's a preview for Alpha 4:


And a possible Militia unit:
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #22 on: 22 August 2015, 13:19:23 »
Nice work.

Here's a mirror for a3:
http://dl.megaglest.org/techs/mediaeval_a3.7z
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #23 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.
« Last Edit: 26 June 2016, 02:25:06 by Carl the Great »
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #24 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)
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