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The EBII Recruitment thread
Greetings to all M2TW modders!
The Europa Barbarorum II project needs more talented modders to its ranks, so we're calling you! The skills that we have need are the following:
Modelers
We ask for experienced modelers, even if not acquainted with the M2TW models and engine. No need to know about skinning. For this kind of work, we need someone willing to spend several hours per week, enough to produce 2 or 3 models per month.
Skinners
We ask for experienced and talented skinners, capable of working under the tight scrutiny of our historians. The EB2 previews have shown many high quality skinning works, so if you think you can do them as well, then this job if for you. For this kind of work, we need someone willing to spend several hours per week, enough to produce at least 2 skins per month.
Scripters
We need modders capable of coding the scripts that we need:
- scripters for tackling the large amount of traits in EDCT and ancillaries in EDA
- scripters for coding the buildings trees and complex recruitment options in EDB
- scripters for coding the campaign_script, where all the historical accuracy of EB2 comes to life
It is important to have modders with experience in the M2TW engine, for this assignment, specially for the traits, which are extremely complex. We need someone willing to spend several hours per week.
UI 2D artists
We ask for talented 2D artists, who can work in the culture UIs. For this kind of work, we need someone willing to spend a few hours per week, enough to produce 1 or 2 UIs per month.
Historians
Actually, this is not a modders "job position", but we have some areas of expertise that we want to reinforce.
We need historians who have a good knowledge about the following regions: Iberian Paeninsula, Bosphorus, Caucasus, Persian/Iranian Plateau and Eastern steppes. It's not necessary to have historians who know about gaming or modding or even TW games, but it's important that they have a good amount of spare time, because they will help shape up the cultural, historical and military aspects of the factions in those regions.
So, if you would like to join the Europa Barbarorum team and help producing EB2, then contact us in this thread or send a PM to QuintusSertorius or z3n, showing us some of your work and/or references to mods you've been envolved or documents you've written. This is an important part of the recruitment process because we always ask for your background knowledge. After that, we will get back to you ASAP.
Hope to hear from you soon!
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Re: The EBII Recruitment thread
I could probably do some decent UI work. I would have to ask for at least an example and a template though.
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Kikaz
I could probably do some decent UI work. I would have to ask for at least an example and a template though.
It's important for us to have experienced 2D artists, so please send us or post here some sample of your work in UIs, even if not related to classical age.
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2 Attachment(s)
Re: The EBII Recruitment thread
Here's a Rome Total War captain banner that I whipped up in about an hour:
and a map that I made some time ago:
I haven't re-installed MTW2 yet. Once I do, I'll work on some stuff for that. I use GIMP, by the way.
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Re: The EBII Recruitment thread
Studied history in university here in the U.S. and in Germany, good chunk of it classical history, id like to help by being a historian,
even though id prefer EBII to be set in the imperial era, il still help
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Re: The EBII Recruitment thread
Dummy post. Deutschland here.
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Re: The EBII Recruitment thread
I am willing to help with research, i studied history in Binghamton University (SUNY) and University of Leipzig in Germany. Even though the crux of my studies were late middle-ages Europe and Renaissance Florence; I studied much classical history of the Roman and Hellenistic world. The parts of Roman history i spent the most work on was the Roman "conquest" of Greece up until around the battle of Pydna and after. The different leagues and their antics around that time haha. In terms of the older Hellenistic world that predates when EB starts Herodotus is my most studied historian, his first-hand accounts, although exaggerated, are priceless to me.
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Re: The EBII Recruitment thread
As it seems to me there are lots of different mods out there. A few years ago I started playing and collaborating with RTR, but I was soon turned off by that awful map with loads of fantasy regions and cities. this is way I started making a new map.
It took me two years of research and work, but now it is ready and it seems to be stable. It is a complete rework of the original map going from Scotland to India. Everything is of unprecedented accuracy. You have loads of realistic mountain passes, river crossings, islands etc. Some rivers have even become partially navigable. The new rivers and mountain passes give lots of new strategic options that will make up for a completely new game feel. As an example: once you could prevent any invasion into Italy by closing 3 passes over the Alpes, but now your enemies have something like 17 options to reach Cisalpina.
The number of regions is 197 (the maximum) and all are historically correct with exact borders as far as known. In most other cases I used rivers, mountains and forests to define the borders. All the major cities of the ancient world are included and each is in the right location as well as their ports. Many city sites have been highly improved, for instance Alexandria where you can watch the city plant with the Mareotis lake, the harbor and the island of Pharos and the lighthouse obviously in the right place on the island above the harbor. Very soon I'll be showing some screenshots.
Now I need to fill this map with life and therefore I'm looking forward to add a modding comunity that gives me the best control and guarantees for historic accuracy.
I admit that I haven't played Babaorum and thus I don't know which map you use. But if you'd like to improve yours to a completely new level, let me know your proposals on how this collaboration might work.
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Re: The EBII Recruitment thread
Hello Philadelphos,
Many thanks for your offer.
Europa Barbarorum II already has a map based on the Mundus Magnus map from Rome Total War. It has been developed and designed in collaboration with the needs of the mod and the gameplay, and it would not be feasible at this late stage for us to migrate to a new map. We ourselves have had numerous historians researching the full the gamut of sources to put together a map that is as historical as it can be. TBH, I don't think you will find any established modding teams and mods that would be willing to move to a new map. The work required to do so is a lot, and it would be almost impossible for an established mod to alter their mod to fit the constrictions of a third-party map after it has been in development for so long.
Foot
P.S. The maximum number of provinces for a map is 199 land provinces and + 1 sea province.
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Re: The EBII Recruitment thread
Sounds really sweet, even if it is probably not possible to retrofit it into EB 2. Still, it's always good to have as many eyeballs on the map as possible because it's such a big thing that you can't really rely on a single piece of research to get it “right”, so it will be interesting to see if we've missed anything you found.
To expand a bit on Foot's post so you can see why your work is not likely to make it into EB at this stage: the geography and topography of the map are important but most parts of the mod which touch the map have relatively little to do with that.
For instance climate files are of course about the climates of the map, but on another level they are simply a tool to control how the battle field looks. So what specific climate is assigned to what part of the map is really arbitrary and depends on what you want a particular piece of map to look like on the battle field, more than what the climate actually is.
Similarly, location of cities or rather which cities make it to the final cut is more about what factions you have and what view you have on how your mod plays out than which ones are the best attested for a given date -- the map has to cover about 200 years of alternate history. RTR, for instance is (used to be?) strongly focused on the Romans so their map reflected this with a lot of cities/regions for the Mediterranean and the Aegean but far less towards the periphery.
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Re: The EBII Recruitment thread
Unfortunately, the language barrier prevents me, in order to explain to you what I want. But fortunately, there are utility programs such as "Google Translator"
I'm from Ukraine. I'm studying in my third year at the Dnipropetrovsk National University. Faculty of History, Chair of World History.
I am happy to offer my services. At our university is a great library - the gifts of the Soviet Union.
We consider various historians on the subject of truthfulness.
For example, the same Gaius Julius Caesar was not a very good historian. He described the Gauls is subjective, but not objectively. We are looking at various documents to the truth, etc.
In the history of the Caucasus can I help - I'm half Avar (a ethnos of a living in the Caucasus).
And if my humble person you are interested then please reply to my message.
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Foot
Hello Philadelphos,
We ourselves have had numerous historians researching the full the gamut of sources to put together a map that is as historical as it can be. TBH, I don't think you will find any established modding teams and mods that would be willing to move to a new map. The work required to do so is a lot, and it would be almost impossible for an established mod to alter their mod to fit the constrictions of a third-party map after it has been in development for so long.
Foot
P.S. The maximum number of provinces for a map is 199 land provinces and + 1 sea province.
Thanks for your honest answer. I knew that it would be difficult to adapt and insert my map into an already existing mod. So I'll probably have to start new mod from scratch. To be honest, I have been extremely disappointed by what I have seen on the RTR map and it put me off from trying out other mods. I would like to check the Europa Babaorum II map to see if your researchers came up with something better. Is there a screenshot or a list of your regions or something else?
As regards the maximum number of regions I too beleived that your numbers were right until I reached number 198 and got a CTD. So I convinced myself that the correct number is 197 since two colors are needed for the capitals and the ports. If you got your map working with 199 regions let me know how you did.
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Tellos Athenaios
Sounds really sweet, even if it is probably not possible to retrofit it into EB 2. Still, it's always good to have as many eyeballs on the map as possible because it's such a big thing that you can't really rely on a single piece of research to get it “right”, so it will be interesting to see if we've missed anything you found.
Thanks for your kind answer. One problem is indeed that most mappers focus on one or two preferred regions and pay less attention to the rest. I tried to avoid this, but some of my preferences might still be recognizable (Greece, Italy, Germany). In any case I am creating game maps of Europe for almost 25 years (the first were done on cartoon). I know almost every angle of the old continent. Since I've been working on this map for two years and my standards are very high, you can be assured that the result goes far beyond whatever your mappers may have created in the past.
For now I have posted some first screenshots here:
https://forums.totalwar.org/vb/showt...post2053345252
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Philadelphos
Thanks for your kind answer. One problem is indeed that most mappers focus on one or two preferred regions and pay less attention to the rest. I tried to avoid this, but some of my preferences might still be recognizable (Greece, Italy, Germany). In any case I am creating game maps of Europe for almost 25 years (the first were done on cartoon). I know almost every angle of the old continent. Since I've been working on this map for two years and my standards are very high, you can be assured that the result goes far beyond whatever your mappers may have created in the past.
For now I have posted some first screenshots here:
https://forums.totalwar.org/vb/showt...post2053345252
That's a beautiful looking map. I see that you've based it on the RTW engine. Converting it to a MTW2 mod would be very difficult as the heights map is all different (we've had trouble with it). Additionally, cuts off a lot of the north that you've included in exchange for extending the map south and including Arabia.
As for number of provinces, there isn't any trick to it. You can have 199 provinces, and one sea province. Settlement and Port squares are black and white, and are not defined in descr_region. Best thing to do is do a colour count of the map and make sure you haven't got a wierd pixel in there that is the wrong colour.
Foot
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Re: The EBII Recruitment thread
Thanks for your answer and the hint with the weird pixel. I'll check it.
Well, I checked it, but I can't find any strange pixels. So I guess I have to stick with 197 regions, at least for now.
I understand that there are technical problems and a completely different another extension of my map. So it seems pretty difficult to implement it into EBII. But maybe one day you'll want to consider it for EBIII or for a completely different project. In the meantime I'll keep working on some minor features such as resources or rebel factions.
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Re: The EBII Recruitment thread
Hello Eb Team!
I noticed you have a need for a historian with knowledge of the iberian peninsula, I currently reside here (though i'm Italian) and would be glad to you with all the knowledge at my disposal. I'm studying Psicology at the university of Sevilla, we have a pretty good library and my history professor is an enormous source of information. Plus, the internet is always useful in case of emergency XD
Let me know if I can be of any help!
Hope I'll be able to collaborate with you!
-David
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Re: The EBII Recruitment thread
Hey guys,
This is the only game I'm looking forward to and I'd like to help out. I'm immersed in source material right now, I just finished school so I have free time when not at work, and I've been plowing through lots of primary source material from 323 BC-312 AD. I can help with topographical and historical accuracy of the map, ancient Iberian, Mādai, Swēbaz, and Roman history, and coding ancillaries, recruitment, and building, plus some scripting and the like. I'm especially privy to lots of interesting geographical differences between modern and ancient world, water levels, elevations, fertilitiy, and resources, OH man do I know resources. I also have a keen understanding of military as well as cultural and socio-economic aspects of ancient cultures, though I admit I'm a bit weak on the diadochi, I know my stuff west of the dardanelles prior the Antonine era, and everything else after it. I worked on RTR VI (check the credits) and I hope I can help you guys polish what needs polishing.
Boris' Flumen, Mare, Terra, et Provincia Minimod -- Some of my work, a trifle but the last thing I put out before school demanded too much from me and I quit gaming for a while.
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Re: The EBII Recruitment thread
Hi
I have a lot of free time in my job (the most of the time I have nothing to do at all). I don't know how can I help you. I am a telecommunication engineer, found of history and psychology. I know Albanian, Italian, French and English. I also have some programming skills. If you need anything let me know!
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Re: The EBII Recruitment thread
I hope you like 2D Art...send PM to Foot.
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Re: The EBII Recruitment thread
We have some work for people capable with Java. If you'd like to help and want to apply below follows the “profile”:
- You are “fluent” in Java 6, or at least quite comfortable with anonymous inner classes, generics, abstract enums and know your way around the standard library. No need to be an expert with the VM or intimately familiar with the language spec.
- You have a good/thorough understanding of XML and specifically the SAX model for parsing it.
- You are self sufficient, in the sense that you are able to work on your own for extended amounts of time and do not require someone to babysit you to see some progress. This implies the ability and willingness to learn/research things on your own. You have tenacity: problems solely exist to be solved, not to deter you from progressing at all.
- You are able to communicate. We do not expect you to log your activities or something, but you will need to keep the team informed about general state of play in your project. We understand that there will always be that thing called “real life”, but we do expect you to let us know when it happens. It's no good to us if you can be summed up as “being assigned a project, saying hi, then vanishing completely for months ignoring any attempt to contact you”.
... With bonus points for:
- XSLT (1.0)
- JavaScript as implemented by the Mozilla Rhino interpreter.
- JScript as used in WSH (for automating tedious tasks).
- POSIX sh (idem, also used for stuff like release scripts).
- Python (used for some tools, may be needed in future for updating/porting work of stock community tools once Python 2.x finally has gone the way of the dodo.)
- C
- C++
To put that in some context: internally we have a tool which can convert our unit descriptions (in XML) into a RTF representation (hackish, true, but works as it's really basic RTF code) for proofing by people who don't like to stare at walls of monospaced text with tags in a text editor. That's the sort of side project that occasionally crops up. Another (ongoing) example: reverse engineer the event DAT file structure and write a tool to generate that binary from source code.
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Tellos Athenaios
We have some work for people capable with Java. If you'd like to help and want to apply below follows the “profile”:
- You are “fluent” in Java 6, or at least quite comfortable with anonymous inner classes, generics, abstract enums and know your way around the standard library. No need to be an expert with the VM or intimately familiar with the language spec.
- You have a good/thorough understanding of XML and specifically the SAX model for parsing it.
- You are self sufficient, in the sense that you are able to work on your own for extended amounts of time and do not require someone to babysit you to see some progress. This implies the ability and willingness to learn/research things on your own. You have tenacity: problems solely exist to be solved, not to deter you from progressing at all.
- You are able to communicate. We do not expect you to log your activities or something, but you will need to keep the team informed about general state of play in your project. We understand that there will always be that thing called “real life”, but we do expect you to let us know when it happens. It's no good to us if you can be summed up as “being assigned a project, saying hi, then vanishing completely for months ignoring any attempt to contact you”.
... With bonus points for:
- XSLT (1.0)
- JavaScript as implemented by the Mozilla Rhino interpreter.
- JScript as used in WSH (for automating tedious tasks).
- POSIX sh (idem, also used for stuff like release scripts).
- Python (used for some tools, may be needed in future for updating/porting work of stock community tools once Python 2.x finally has gone the way of the dodo.)
- C
- C++
To put that in some context: internally we have a tool which can convert our unit descriptions (in XML) into a RTF representation (hackish, true, but works as it's really basic RTF code) for proofing by people who don't like to stare at walls of monospaced text with tags in a text editor. That's the sort of side project that occasionally crops up. Another (ongoing) example: reverse engineer the event DAT file structure and write a tool to generate that binary from source code.
I'm so sorry Tellos I am a telecommunications engineer. I don't have experience with java or XML.
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Re: The EBII Recruitment thread
Man, i'm a huge fan of TW, and even more EB:TW. I can't skin or model, but I really wish to learn, i have plenty of time. Could someone teach me so I can help you? I have smething like at least 3 hours a day to model/skin. I'm a great hand drawer (being modest xD), if it matters...
EDIT: I mean, i would love to learn how to model and skin, and if i worked on EBTW, that would be really good to my future "Modding Curriculum" xD I really love mods from Total War, as it looks to be easier to mod than a lot of other games, as most games have really few mods. Anyways, I want to learn, help you, and i have a LOT of useless time at the afternoon when i sleep =/ I know, it's pretty depressing to sleep 15 hours a day...
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Re: The EBII Recruitment thread
Sorry MarcoA, but due to how we busy are with the mod and our real life commitments, no one on the team has the free time to teach people how to skin and model, you will need to do that on your own.
If you are really serious about learning then there are plenty tutorials on modelling and skinning to be found on youtube and the internet in general. There are also quite a few tutorials to be found in the mod workshops of this site and the TWC. When you feel you are sufficiently skilled, try making a sample model or texture (it doesn't have to be both) and post some pics back here so we can assess you work. Best of luck!
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Re: The EBII Recruitment thread
Do you guys still need a use for Historian?
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Re: The EBII Recruitment thread
Depends in what area, what do you focus on and how knowledgeable are you? (qualifications, access to academic texts, examples of work etc)
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Re: The EBII Recruitment thread
I shall PM you with more information later if you don't mind!
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Re: The EBII Recruitment thread
Hey guys, do you still need modellers? I can use Max or Maya and if you still need help, I'll PM you with some stuff later.
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Re: The EBII Recruitment thread
Hi ZePupster, we are most definitely still looking fo modellers, please PM me some examples of your work when you have the time and I can pass them on to the rest of the team.
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Re: The EBII Recruitment thread
Hi!
Do you still need historians for the Iberian Peninsula? I'm portuguese, and although I'm not a historian, I graduated in economics, have a masters in management, and I huge interest in history. I'd like to help, not only 'cause I think you're doing an amazing job, but also 'cause this way I can learn more. I'd have no problem in reaching out to faculty departments, museums and other institutions who might help providing knowledge. We have a lot of information about the celtic and roman periods.
Let me know, maybe I can help somehow!
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Re: The EBII Recruitment thread
Hello,
I am not sure if you are in need of any help right now, but I thought I'd volunteer since I'm almost desperate for a new hobby.
Here are a few things I'm skilled at:
- scripting in Python (I do this at work and school)
- modeling in SketchUp (is it possible that I could make city models in SketchUp for use with the mod? I'll put some time into researching this)
- English (need proofreading?)
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
Forgot to add, I can also proofread if you need some of that. Both GA and RP, a little biased towards RP though.
By the way, was the piece I submitted useful to you guys?
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Re: The EBII Recruitment thread
I would love to help out with the culture of the Persians/Iranians, since i love to read about history and i have a HUGE amount of spare time.
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2 Attachment(s)
Re: The EBII Recruitment thread
Hey EB-Team,
Some month ago i offered my help , but i never get a response.
Today i add some of my new works.
Modeling in Google Sketchup and repainted/matt painted in PS.
Attachment 4960
Attachment 4959
A simple yes or no would suffice. thanks
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
skynet464
I would love to help out with the culture of the Persians/Iranians, since i love to read about history and i have a HUGE amount of spare time.
As you know most of the research is done and you need to show knowledge of that field. Also you didn't mention in what area do you wan't to help(unit research, province and/or unit descriptions, etc.)
However that is an area where we would need assistance.
Quote:
Originally Posted by
Haithabas
Hey EB-Team,
Some month ago i offered my help , but i never get a response.
Today i add some of my new works.
Modeling in Google Sketchup and repainted/matt painted in PS.
Attachment 4960
Attachment 4959
A simple yes or no would suffice. thanks
I would like to apologize for that, I've re-checked that and the thing is we don't really need concept artists as that's not what we are missing and wouldn't really help the development.
Also you showed too little, a nice concept of Hye Sparapet and some unfinished drawings...
However you clearly have some Photoshop skills which could be used for unit skinning and some modelling skills for some campaign map work.(watchtowers, forts, ports, characters, etc.)
So the areas where we need help would be: UI(design work, campaign and battle GUI), units(modelling and/or skinning), campaign map.
I'll forward your submission to the team and the meantime I would like to know in what area you would like to contribute.
You can PM for any further questions.
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Re: The EBII Recruitment thread
How are you on the Roman Music side of things, I am currently starting delve deeper the unexplored depths of research regards the music of the Romans
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Re: The EBII Recruitment thread
Send us a sample of your work, please.
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Re: The EBII Recruitment thread
Hello,
I would like to join EB Team, if you still need in help of course. That's what I can offer you:
3D Texturing (Not M2TW modding):
2D Art (UI):
Other abilities:
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Re: The EBII Recruitment thread
Hello.
I was a History Major who has recently graduated and find that I have a lot of time on my hands right now. I specialized in American, Irish, and Scottish history. Particularly the religion of the Picti. I just downloaded EB and think there could be some creative additions to the Britain and Ireland in regards to the religion at the time (certain gathering places and religious no-mans-land information sharing and market gathering zones would make for interesting additions should you be able to incorporate them). I have access to some books that clearly label where assorted Picti tribes were located when the Romans dealt with them. I would be happy to send you that information and help with development. I also think the historical battle of led by the Pict Calgacus (Pict losses 10,000 : Roman losses 360) would make for an interesting addition to the game. I also have done a lot of research on ancient biological warfare across the world during this time, such as Hannibal's snake catapults, scorpion bombs, methods of poisoning cities, and the poison arrows of the Steppe people.
Shoot me a mail if you are interested. I don't know how you could incorporate biological warfare, but if you could figure it out, it would make a wonderful addition to the game.
Thanks,
Ocean
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Re: The EBII Recruitment thread
i´m pretty sure that just adding the historical accurate information about such tactics is already in the spirit of the original project aslong as it can be well fundamented ofc we don´t need more batlefield ninjas
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Re: The EBII Recruitment thread
@Ocean, thank you for your offer however at the moment we're lacking in the unit, mapping or scripting department.
Most of the research is done and we lack the manpower to coordinate new members in these areas.
Maybe in the future.
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Re: The EBII Recruitment thread
You guys are going to snapped up by some company to do a complete revision once this comes out, then we'll have buy it.
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Re: The EBII Recruitment thread
Now I know I'm probably going to have the same problem as Ocean (as you guys seem pretty well off as far as the historic research area of expertise), but I'll give it a try anyway.
Now I may not have much more to offer to the team at this point, but I'm currently studying at the University of Illinois at Chicago, working on a major in anthropology. I'm planning to go into classical archaeology. As such, I have taken numerous courses in Latin, Mediterranean and Near Eastern art, classical history, and archaeology. If you feel like you could use my help, I'd be willing to devote a good many hours into research.
If your interested, just let me know, yet I know it's a tad late to jump on the research wagon at this point.
Thanks.
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Re: The EBII Recruitment thread
If you ever need a hand translating Greek and Latin drop me a PM. A Classics senior now and some extra practice won't hurt. :book2:
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Re: The EBII Recruitment thread
Hi, I've just heard from EB2, and I am already a great fan ;)
I do not have special knowledge of any kind, but still would like to propose a small work i made when starting discovering the tool.
I understood that you did not ask for any work like this and that it may not fit completely in your mod, but I thought you might be interested in this:
the work there is pretty basic, since it was just some learning example, but since it's started I guess i can finish it. walls and gates are fully functionnal, 30% of the map is made and textures used are vanilla ones, so it can still be a lot more improved. of course it's repetitive, that's to be expected.
so, just to let you know, but I guess there might be a few problems with it (the time frame to have such forts and historical accuracy: i'm no historian, i only took maps on the internet) and then how to implement it: i've got no idea ^^.
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Re: The EBII Recruitment thread
@Red_Devil
Looks promising. Do you think you would be able to model circular structures, structures with columns or add textures from outside of MTW2?
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Brennus
@
Red_Devil
Looks promising. Do you think you would be able to model circular structures, structures with columns or add textures from outside of MTW2?
the circular structures would not be any problem, and the columns aren't except if you want to keep a low poly count... but since I do not make destroyable buildings, this does not come into account (the destroyed parts having the greatest poly numbers)
here are a few examples of what i'm talking about. those are from some settelemnt i'm working on for TATW. still a lot of work to do ^^
the textures from outside is no problem, but i only have gimp and no possibilities converting to my own .texture files, so i can only map the textures on milkshape without testing them ingame. or some other people could give me the customized .texture and that would work perfectly.
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Re: The EBII Recruitment thread
Very nice. I will send you a PM with an invite to Campus Martius once I have set up a thread for you to work in.
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
@Red_Devil
Ok, someone else will PM you shortly about gaining access to Campus Martius.
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Re: The EBII Recruitment thread
This may be a longshot, but here goes: I have a history degree, though not focusing on classics, but I own Livy and I'm quite familiar with the time period. More importantly, I do a lot of reskinning and remodelling in Photoshop and Milkshape! I've never created anything from scratch, but if you need someone to edit .mesh files or crank out recolors, retextures, shields, armor patterns, etc. I would be happy to lend assistance. Here are some pictures of my work:
These shields retextured from Caudillo87:
https://imageshack.us/a/img27/7203/scoutatoi2.jpg
https://imageshack.us/a/img87/9213/scoutatoi1.jpg
These strat map models retextured from CBUR:
https://imageshack.us/a/img22/7701/byzstrat.jpg
I put the various helmets on these guys and gave them chainmail:
https://imageshack.us/photo/my-image...fyrdchain.jpg/
I'm also experienced in editing the EDU, battle_models, descr_strat, descr_mount, descr_character, etc. etc.
Finally, I write, mix, and edit music and have a highly musical background.
Cheers!
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
I sent a PM to JRMC in the TWC. Do you guys still visit that forum?
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Re: The EBII Recruitment thread
Hi again Aba, yes we do but JMRC is away for the moment.
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Re: The EBII Recruitment thread
Alright then is there anyone else who can recruit me? I'm kinda eager to rejoin. I've been in hospital, recovering, and moving house and I just got internet. and I read that you can import buildings into the battle map. I'd love to do those if possible.
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
yop, we've seen you're work, very nice models!
Tux should be getting you in normally. if not, PM me. (i do not have the rights, but i can remind him ;)
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Re: The EBII Recruitment thread
Hey I posted on twcenter a while back about helping with XML files and also learning scripting but then I lost internet for a while but now I'm here and would still love to help
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Re: The EBII Recruitment thread
okay, will advise the team ;)
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Re: The EBII Recruitment thread
I would like to offer my help, for what it is worth, to the EB II Team in the area of traits and ancillaries.
In the past I have developed and published two minimods for EB - Spoils of Victory and my own take on Roman legions (as an alternative adaptation of Atraphoenix Extended Offices Mod, in which development i too assisted a bit). Besides that I have made a few minor tweaks in EDCT, EDA, EDB, EDU and EBBS for my own purposes.
I have recently at last installed M2TW:Kingdoms and tested that i am capable of modding that one too.
I am now taking my parental time so for the next year or so I will be with my kids at home, which gives me much more free time that I could devote to EBII than my quite demanding daily job had.
I admit that my modding experience is limited so far, but I am willing and capable to learn new things and I would not mind to start just as a "computer monkey" doing the more straightforward things.
If my help could be of any value to the Team, I will be much honored.
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Re: The EBII Recruitment thread
We're looking in some assignements we could give you, I don't know if someone else already PMd you, just letting you know.
Your offer is very interresting ;)
I'm looking forward to seeing you on the dev forums!
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Re: The EBII Recruitment thread
I'm still waiting for any reply on helping make those description XML conversions
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Re: The EBII Recruitment thread
Ah, I had expected you to PM me here instead and with my current workloads I kind of forgot all about it. If you are up for it the job consists of analysing plain text and converting it to an XML format (using UTF-8 for character encoding).
Let's take it to PMs. Could you please send me a PM in which you give me a bit of an overview of what your knowledge is of XML (and XSLT, if applicable) ?
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Re: The EBII Recruitment thread
I suppose I could be a historian. I mean, I'm not like a history major but I'd like to say that I know enough. Plus I'm in high school so I have a lot of spare time. Message me. I could probably help with Persians, Parthians, and the Bosporans. Tell me what you need and I will try my best
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Re: The EBII Recruitment thread
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Re: The EBII Recruitment thread
Hi everyone!
My name is Alessandro, i'm an IT consultant working in Rome , eager to give an hand with your wonderfull project!
I 've already spoken with Red_Devil and Haithabas, the first guiding me a bit in what will be my duties, and the second introducing me at this org forum.
In this time i'm getting confident with the md2tw coding system, but it appears very simple , i'm already capable of adding traits&retinue, triggering them in different ways.
for example being for a number x of turns in a settlement y that has building z, or if some other conditions are meet ( traits owned, region_id, not already owned and so on).
My next step is trying some more complicated trigger.
For example, i want to retrieve a "relic" from a carrying enemy general that has been killed in battle.(this evening i will focus on this)
If you have some other interesting tasks to challenge my coding skills in order to getting me more and more confident with all the script system, that will be appreciated :)
See you soon!
(here's my .net post on forums Alexandrivs)
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Re: The EBII Recruitment thread
PM sent on TWC :2thumbsup:
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Re: The EBII Recruitment thread
Hi! My primary qualifications are in historical linguistics and anthropology, and I have some interesting points to raise about a few topics mostly related to patterns of economic activity (particularly involving migratory pastoralists) dynamics of group identity, and the sociology of tiered societies as modeled by the MTW engine. I understand, though, that whatever contribution I might be able to make with those qualifications won't speed up the release appreciably, and in any case I think the forum is a better venue for some of those topics. I'm not sure how much help I can be - my artistic skills are not appreciably extant, and while I have a little bit of coding experience it's not as if I'm hugely in practice, and I don't have any experience with the MTW code itself. If there's anything I can do, I would very much like to help. In the very least, I've been working a lot lately with East and Central Asian languages of the period, and I could provide more accurate names for some provinces and units than those given in EB 1.2.
I hope I can be of help!
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Re: The EBII Recruitment thread
Good afternoon, Gentlemen
I would like to help with EB II 's development, as it's the first mod I ever played, and the most historically accurate I've ever seen. I'm familiar to various degrees with everything not related to traits/ancillaries, for the current beta of The Ruins of Arnor . May I be of any use?
regards,
Beorn
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Re: The EBII Recruitment thread
Hi, im a computer science student going into grad school next semester. I saw somewhere that you needed scripters still. I have plenty of time this summer and would be interested in scripting or any thing else you might need like programming. I don't have much experience scripting in MTW2 but im sure if i could learn if theirs some tutorials out there. In terms of modding experience i have quite a bit in Starcraft 2 modding (i also have some 2d UI creation experience and modeling experience in my Starcraft 2 modding, but i dont really like it and i highly doubt id be good enough anyways), but other than that none. So if your interested in someone who has plenty of time but needs to learn a bit send me a pm and we can talk.
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
LemmyWinks
Hi, im a computer science student going into grad school next semester. I saw somewhere that you needed scripters still. I have plenty of time this summer and would be interested in scripting or any thing else you might need like programming. I don't have much experience scripting in MTW2 but im sure if i could learn if theirs some tutorials out there. In terms of modding experience i have quite a bit in Starcraft 2 modding (i also have some 2d UI creation experience and modeling experience in my Starcraft 2 modding, but i dont really like it and i highly doubt id be good enough anyways), but other than that none. So if your interested in someone who has plenty of time but needs to learn a bit send me a pm and we can talk.
The will to learn and invest time is more important than the skill one owns. However, being short on man power we don't anyone who can actively teach. There are however many tutorials both on the .org and TWC when it comes to most parts of modding.
Someone will send you a pm soon.
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Re: The EBII Recruitment thread
Just posted on the recruitment thread on TWC. Will provide link when the whales stop biting the cross-atlantic cables.
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Re: The EBII Recruitment thread
Sounds interesting... Can we have a clue?
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Re: The EBII Recruitment thread
I didn't want to "double-post", but in essence I was just asking if your "Outsourcing Initiative" extends to coding/scripting? I'm not ready to join a Mod Team at present, but I'm already porting a lot of VnV code over to M2TW so I would like to contribute in a limited capacity. My area is VnV's only.
/KP
Ninja edit: looks like the Whales are giving TWC a break now. Reminds me of the old RTR forums actually :)
Linky: http://www.twcenter.net/forums/showt...0#post12815960
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Re: The EBII Recruitment thread
I think we can make use of your skills in a limited way as you suggest, I will get one of our more technically gifted team members to contact you.
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Re: The EBII Recruitment thread
Thanks Brennus, I look forward to be contacted
/KP
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Re: The EBII Recruitment thread
Hey, I have read you need a spanish speaking historian. My only drawback is that, although I am a historian (got a University degree) I am not specialized in this period and less in the Spanish peninsula; but I could spent some time in weekends to read all the information regarding the subject that is only available in my language. So, if you find this worthy, PM me. I have alreday a archeological book on the subject.
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Re: The EBII Recruitment thread
What was your degree in? Which aspect of history?
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Re: The EBII Recruitment thread
Quote:
Originally Posted by
Brennus
What was your degree in? Which aspect of history?
I got a "Maestría". "Maestría" is not equivalent to a Masters. Although Maestría is a degree you take after getting the career degree, you have to write a thesis and assist to seminars 2 years. In my country we know this post-degree as "posgrados". There are two "posgrados": Maestría: 2 years; and Doctorado (Ph.D.) 4 to 5 years. For the basic degree or "grado" (4 years in humanities) you have to write a thesis too. Well, I know you didn't asked this, but I thought it could be an element to consider. I'm specialized in History of Ideas and my degree was in History (just like that), though my thesis treats early XX century. I know my subject has almost nothing to do with the EB scope, but I thought I could help due to my history and spanish knowledege and, of course, the EB passion.