Re: HEGEMON: Ancient Wars
The HEGEMON "Full" Campaign Challenge
Win a Prize if you can Break the Record!
Beat the HEGEMON Campaign in record time (conquer all conquerable regions). Any faction may be used. No cheats allowed and the important battles should be fought on the battlemap not the stratmap! Post a picture of your completed campaign to be anointed as the new champion!
The current record holder is Dorian who beat HEGEMON v1.5 with The Greek Cities in 77 turns! That deserves a "THIS IS SPARTA!!!!" from me.
https://img9.imageshack.us/img9/9025/victorm.jpg
Re: HEGEMON: Ancient Wars
The HEGEMON "Freeform" Campaign
An Experimental Way to Design a Campaign
HEGEMON is quite a small mod. There are ~7 factions and ~50 map regions. It is designed to be played in a few sittings and generally each faction (bar the Romans) can be destroyed in a couple of decisive battles and sieges. Being a small mod, there are problems with replayability. Since the game is so short if you play with another faction you will generally end up fighting the same starting armies again and again. There is limited scope for AI factions to "evolve" over the timeline.
The HEGEMON "Freeform" Alternative Campaign is an experimental approach to resolve this issue using ideas drawn from RTS/FPS games.
In the "Freeform" Campaign all factions start without armies or buildings. Instead there is a 10-turn Setup phase at the start of the campaign. AI factions are coded not to attack in these first 10 turns. Every faction receives a large cash injection. Buildings take 1 turn to build and all units are available regardless of barracks in the settlement with rapid replenishment rates.
In these first 10 turns each faction feverishly builds up their starting economies and armies. Wrong choices by the player in this stage can result in the difference between victory or defeat in the campaign!
After 10 turns the player receives an event, "Unleash the Dogs of War", the AI factions have their normal AI functions restored, building and unit costs are restored to normal. The game is on!
This way each campaign experience will be different, allowing for maximum replayability.
Re: HEGEMON: Ancient Wars
HEGEMON: The Campaign
New takes on Campaign Map Dynamics
Re: HEGEMON: Ancient Wars
HEGEMON: Battle Mechanics
Bringing Tactics and Classical Styles of Warfare to the M2TW Engine
Re: HEGEMON: Ancient Wars
What's planned for v1.55:
- Unit list is largely mature so...
emphasis on Campaign Map improvements (initial trial for the XVII mod campaign): - Active and "Swarming" Rebels
- Events to establish puppet regimes
-Roman factions can establish all factions it destroys as puppets
-Macedon can establish Epirus and the Greek Cities as puppets
-Thrace can establish Scythia, Germania and the Galatians as puppets
-Carthage can establish the Gallic Tribes as a puppet - The Social War Event
- Roman Civil War Event
- Spartacus Revolt Event
- Some unit model fixes
- Thureophoroi-type units fight with spear animation
- Reworking of faces to remove orange faces
Re: HEGEMON: Ancient Wars
Update on progress:
While I was waiting for Steam to finish loading so I could play a little Left 4 Dead I have managed to check off the following from the v1.55 features list:
- HEGEMON Freeform Campaign - buildings will have to remain static from campaign to campaign as only one construction time is allowed. However each campaign should begin with different unit deployments.
- Active and "Swarming" Rebels - not as I originally envisaged as Rebels can't recruit Generals as mercenaries. However rebels are definitely active now and if you let one of your generals go rebel you better kill him quick or he'll enlist a merry band of defectors to his cause over the next few turns.
- Orange faces replaced by new faces.
- Thureophoroi-type units fight with spear animation.
- Quashing off several campaign bugs (e.g. mistake in campaign script) and unit/stratmap balancing (Cretan archers no longer overpowered against cavalry ; Seleucids begin with a diplomat for diplomacy)
All in all a definite candidate for a patch release.
And Steam is still loading!
https://img21.imageshack.us/img21/2176/frustrationn.jpg
Oh yeah and I'm thinking about making Altair into a recruitable unit. He will have a faster attack/parry animation set so he can bore effectively fight off multiple attackers.
Re: HEGEMON: Ancient Wars
MEH PATCHY GO LUCKY?
WHY HAS JOO WORKED OTHER MODS WIDOUT PERMISSION, U BAD PERSON. VERY, VERY BAD
Re: HEGEMON: Ancient Wars
Where the hell is the download link...?!
soulghast: lol :)
Re: HEGEMON: Ancient Wars
Lol what sort of a name is EgyptianNecrophiliac?
And where is the download link???
Re: HEGEMON: Ancient Wars
Aster: Remember the generals' speeches about Egyptian necrophiliacs in Rome TW? ;)
The Egyptian soldiers enjoyed the death spasms of their anal rape victims, sometimes even taking the opportunity of a lull in a battle to partake of the pleasures of the convulsing anal flesh of a dying enemy.
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
Random ^^^
:egypt::dizzy2::embarassed::no:
Re: HEGEMON: Ancient Wars
Yes.
But what kind of modder posts so much in his mod thread without a single download link to any version of his mod?
Re: HEGEMON: Ancient Wars
Update:
I have converted all cavalry who previously used xystons as a secondary weapon to use swords (=kopises or similar). Playing too much EB = thinking cavalry are supposed to fight with xystons in CQB. My bad.
I am going to flout my "no units in the update" rule. Modding the campaign stuff is boring. Seriously they are just buildings. Who cares if they aren't Roman buildings, just build them, build units and beat up stuff.
Gaul did not have sufficient unique units previously. This will be rectified.
Gaul will receive:
- Clothed swordsmen
- Dude with breastplate and sword and funny helmet
- My take on Irish hammer infantry - still deciding whether they should have a shirt or wear woad instead.
- Mailed dudes with a zweihander and a funny helmet
- Sacred golden pig standard bearer.
- Druids (aka "clergymen")
- Those black berserker dudes. They will use a custom animation set which will cause them to disrupt formations but essentially, once unleashed, become uncontrollable.
- Woolly mammoths ("Gallic special unit").
Seleucids will receive:
- Indian dudes
- Indian dudes with bows
Romans will receive:
Oh and yes this isn't just talk there is mod buried here somewhere:
https://img120.imageshack.us/img120/1407/modomh.jpg
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
Those models were stolen from a starving old widow. Shame!
Re: HEGEMON: Ancient Wars
1. This mod looks and sounds awesome so far.
2. This entire topic is very...confusing... :sweatdrop:
Re: HEGEMON: Ancient Wars
Hurrah I've managed to make a smooth pikes down animation for the greek dudes with big pointy sticks:
https://img18.imageshack.us/img18/5415/mod1d.jpg
Re: HEGEMON: Ancient Wars
eey well done Banzai, see you again :) nice to see how are you improving your mod !!! :yes:
Re: HEGEMON: Ancient Wars
Those units are already in the released version. Screenies of new units plz!
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
27/03/09: Magazines, Mauryans and Mammoths
Magazines
It is a proud day for HEGEMON: Ancient Wars. HEGEMON has been featured in the Mod Watch section of PC Powerplay magazine, Australia's leading PC games magazine, alongside other notable RTW/M2TW mods.
This is a good time to thank all the modders who have contributed to my mod. Together we can make a kickass Classical-era mod for M2TW while we wait for EB2.
If you want to contribute to HEGEMON don't hestitate to PM me. RS2 and RTR, I'm looking at you.
Mauryans
In the next incremental version of HEGEMON the Seleucids will receive a number of Mauryan auxiliaries. Gathered from the very ends of their empire these are the creme de la creme of the Indian warriors, come to serve Antiochos as he takes the fight to the Romans.
Models and textures by prometheus_tm, obtained with permission.
It was an extremely challenging but fun rigging exercise but the wooly mammoths are finally in! This was a pet project of mine that has been bubbling away ever since HEGEMON v1.2.
The unholy trinity is therefore complete: wardogs, bear cavalry, wooly mammoths!
And to those who have doubts about mammoths just take a look a these pictures of their awesomeness!
https://img172.imageshack.us/img172/3025/hoho.jpg
https://img172.imageshack.us/img172/6921/lol2i.jpg
What next?
Tomorrow I shall give Gaul some more units.
Quote:
Originally Posted by EgyptionNecrophiliac
Why?
Why not?
Re: HEGEMON: Ancient Wars
Hitler was BAMF and a trickass busta.
And.
Nice units.
And.
Nice magazine coverage.
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
ou yesss well done !!! but banzai could you make the wrist turns inside?, to give more realistic..you know what i´m saying? :yes:
Please answer me & Good work fella!
Re: HEGEMON: Ancient Wars
Re: HEGEMON: Ancient Wars
banzai could you please answer me????
:help::help:
Re: HEGEMON: Ancient Wars
Just a teaser of what next week's updates are going to bring...
https://img21.imageshack.us/img21/1850/tempjyu.jpg
https://img21.imageshack.us/img21/703/temp1u.jpg
This animation is being designed for the head hurlers. Slingers are just a bonus.
The release animation is not done yet. Pick the slinger animation you want!
"Greek style"
https://www.youtube.com/watch?v=FqZguQCgsvA
"Byzantine style"
https://www.youtube.com/watch?v=WADQ...eature=related
"Apache style"
https://www.youtube.com/watch?v=YHXC...eature=related
Overhand/underhand/sidearm
https://www.youtube.com/watch?v=72cI...eature=related
Quote:
Originally Posted by
tenerife_boy
banzai could you please answer me????
:help::help:
Changing the wrist orientation would require a grip change and is more difficult to do.