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 8740 times)

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #25 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)?
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #26 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!
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #27 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)
« Last Edit: 9 June 2016, 21:19:51 by Carl the Great »
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #28 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.
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 3 release)
« Reply #29 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.
« Last Edit: 27 June 2016, 22:43:09 by Carl the Great »
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 releasing soon)
« Reply #30 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.
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #31 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
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #32 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. :|
« Last Edit: 25 July 2016, 06:30:23 by -Archmage- »
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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #33 on: 25 July 2016, 03:54:04 »
Is this mod balanced against Magitech/Megapack? Or is it meant to be played against itself?
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Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #34 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.
« Last Edit: 26 July 2016, 10:17:53 by Carl the Great »
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #35 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

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #36 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>
Thanks!  ;)

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #37 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.

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #38 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.
Thanks!  ;)

KIRCHATAAA

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #39 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>
« Last Edit: 5 May 2017, 15:26:36 by filux »

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #40 on: 5 May 2017, 15:28:24 »
I see one. Just before the <skills> there should be </parameters>.

KIRCHATAAA

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #41 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>
« Last Edit: 6 May 2017, 02:47:53 by filux »

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #42 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
« Last Edit: 27 May 2017, 07:41:10 by Carl the Great »
Thanks!  ;)

arun chavan

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #43 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

Carl the Great

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Re: Low Tech/Feudal (new medieval mod, Alpha 4 release)
« Reply #44 on: 12 April 2020, 12:40:38 »
What attack type is "not found"?

Sorry, just came here after a while.
Thanks!  ;)

 

anything