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Thread: The Age of Mankind: Total War

  1. #241
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    we will still need to produce alot of units for this era anyway, we will still need chinese, japanese, mayan, incan, north american etc. riflemen, the only ones we can take will be french, british, prussian (german), spanish, russian and austrian.

    Oh, on the site you know the World link? What were you planning to put there? I've got some maps which we could use to show the starting positions if you want 'em? Also, when we get the map to play with we can put up some screens of it (or at least our modified version of it) there.
    - yeh you've got it in one, thats basically the idea along with a description on the area.

    I think the china split is well worth it, as it adds another force to the East and prevents the chinese dominating.
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  2. #242
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    read this thread, extremly useful if it can truly done...
    https://forums.totalwar.org/vb/showt...d=1#post943595
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  3. #243
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    RichyG13 - I'll get those descriptions going and edit some maps to show the starting locations.

    More cultures!!! That would be great, and the initial results do sound positive!

    the only ones we can take will be french, british, prussian (german), spanish, russian and austrian.
    Yes those will be the only one's from Napoleonic, but I should have specified that we would haveother mod's models too, like Chivalry:TW and Zhanguo etc.
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  4. #244
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    The issue remains that we have to convince these mods to allow us to use their models (textures not so important, and it is unlikely they'll give us them before they release their own mods. meaning ur gna have to do some PR and see what they will give us, we're lucky with Sykotyk giving us a map (of course he gets full credit as he is the mod's mapper essentially since no one else will be working on it apart from myself but i dnt want to take credit for too much stuff.)

    Bishop needs to come up with some conceptual designs for the america's higher ages since they never existed for them, the faces can be transposed from my existing units.

    Essentially they need...

    Medieval Age:
    Swordsmen - well armoured, shield, good sword (attack), good charge
    Spearmen - fair armour, shield, good defence skill (modded version of current units)
    Archers good range, fair attack, unarmoured

    Gunpowder Age:
    Musketeers - slow reload time (30 to 60 seconds), poor melee, unarmoured
    or
    Aquebusiers - slowest reload time (45 to 60 seconds), not so poor melee, armoured, shorter range
    Cannons - slow reload time (since its an early cannon anything up to 90 seconds), innacurate, low range (done for mayans)

    Renaisance:
    Pikemen - long pikes, good defence skill, unarmoured

    Imperial Age:
    Line Infantry - poor reload time (30 to 45 seconds), weak melee, unarmoured
    Fusiliers - poor reload time (30 to 40 seconds), average melee, unarmoured, better shot
    special type (like chasseur) - average reload time (20 to 40 seconds), weak melee, unarmoured, excellent shot
    Artillery - poor reload time (30 to 45 seconds), longer range

    All Infantry carry 30 shots, Cannons carry 20-25
    Cavalry is perceptual since the americas dont have horses.
    Last edited by richyg13; 10-04-2005 at 23:25.
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  5. #245
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    RichyG13 - I'll have a scout around for some willing teams.

    In regard to those units, I think we should have some factions which automatically lag behind somewhat. I'm just not sure if we need to produce equivalents for every faction. It was probably just a misunderstanding, but the idea of developing equivalents is still an interesting and valid one, and it may end up being what we do anyway! Either way, they are good ideas .
    Last edited by Lonely Soldier; 10-05-2005 at 08:48.
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  6. #246
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    You cant have the other nations lag behind totally cus it will make the whole mod pointless, the idea being that these factions could have survived, they therefore need these units for completion.

    im in uni now so ull get back onto more detail when im home.
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  7. #247
    Member Member Helgi's Avatar
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    Default Re: The Age of Mankind: Total War

    "special type (like chasseur) - average reload time (20 to 40 seconds), weak melee, unarmoured, excellent shot" With the British Green Jackets (Chosen Men) and the French Chasseur (this mostly applies to the Green Jackets though), each man was expected to fire off 3 shots in a minutes time and do it without a powder burn on their faces. I do agree with 20 seconds for such unit's but 40 secends for either unit would be unacceptable to both their Generals, CO's and Sgt's. 40 seconds is great for a Fusilier or Line Infantry, but not for a British Green Jacket (Chosen Man) and a French Chasseur.


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  8. #248
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    yes i did know that the green jackets were expected to get off 3 rounds a minute, i didnt know it applied to other army's equivelents, so yes in which case a 20 second reload time is good.

    wether or not we have scope to add more special units to each faction i dont know at this stage but adding the option for British Light Infantry sounds cool as well as Highlanders and Irish Regiments. For the French they could do with having the Voltiger too.


    I am correct in saying that the green jackets were primarilly skirmishers yes? if so then their unit size will be very low.

    I dont know what the Prussian equivelant is cus i never realy researched much about the prussian army.

    getting back to the equivlence talk tho, the 20 sec reload time for these units could be seen as a benefit these factions have over others. so the factions requiring equivelances could have longer reload times.

    It would be nice to have grenadiers too but i dont its possible to simulate cus of Rome's 2 weapon system, grenadiers would require 3 (rifle, bayonet and grenades).
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  9. #249
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    richyg13 - I agree with you then, you've made a good case, and indeed reminded me of what I originally wanted. Sorry about being so pig-headed ! So, just to be clear on my position, equivalents = good, lag behind = bad.

    That is very useful information on the reload times guys! And having different units (like certain elite regiments) with superior loading would be cool!

    Region Descriptions

    South America – The mighty Andes Mountains run north-south along the east Coast of this continent. This is where the Inca make their home, constructing roads and bridges through the treacherous height of the mountains and cutting massive terraces in which to grow maize, the region’s staple. In the west, the Amazon Jungle covers the vast expanse beyond the mountains, the Amazon River flows through this dense jungle, bringing forth a plethora of flora and fauna found nowhere else.

    Mesoamerica – Mesoamerica joins the northern and southern Americas. Here in the humid rainforests the Maya, and many other tribes, have settled and prospered, drawing on the region’s fertility and abundant natural resources to sustain themselves.

    North America – North America is a remarkably varied landmass, from rolling plains to towering mountains and lush forests, it is a land of diversity. In the south-west, desert dominates and in the near-constantly frozen north pine-forests spring up. In the east are the Iroquois, to the north the Crow and in the south are the Apache.

    Europe – Europe’s fertile soil and agreeable climate have made it a hub of social development throughout history, particularly around the Mediterranean coast. Europe is a small area geographically, but is still highly varied: the heat of Italy and Greece is in stark contrast to the bitter cold of northern Europe and Britain. The Western Roman Empire and the Hellenistic world both began and live on here, while the barbarian tribes – Britons, Franks, Spaniards, Germans and Hungarians – hold back waiting for a time to strike.
    Several of Europe’s landforms are ideal defensively: Italy is defended to the north by the Alps, Britannia by the Channel and the Black Sea by the Hellespont.

    Oh, and some more units for a few of the armies (if you've already got something similar, just use that):

    Rome - Patrician Knights (Medieval Age)

    Franks - Pavise Crossbowmen (Medieval Age)
    - Bombards (Gunpowder Age)
    - Mortars (Gunpowder Age)

    Slavic States - Just one swap: the Murabatin infantry and Sparabara should be Sassanid.

    Japanese - Naginata Samurai (Medieval Age)
    - Naginata Cavalry (Medieval Age)
    - No-Dachi Samurai (Medieval Age)
    - Cannon (Industrial Age)
    - Imperial Riflemen (Industrial Age)
    - Imperial Cavaliers (Industrial Age)

    Also, if we need any more unit ideas for the Medieval Age in Europe, we could just use stuff from Medieval: TW in my opinion.
    Last edited by Lonely Soldier; 10-05-2005 at 22:31.
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  10. #250
    Member Member Helgi's Avatar
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    Default Re: The Age of Mankind: Total War

    "I am correct in saying that the green jackets were primarilly skirmishers yes? if so then their unit size will be very low"(richyg13)
    Totally correct, they were scouts, & skirmishers. don't remember the size of the Green Jackets/Chosen Men. about the size of a company, I think?

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  11. #251
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    @Lonely Soldier
    I'll make those updates to the site sometime tomorrow evening i think. i have made lots of other updates there too just havnt uploaded them yet. I'm still trying to model, kinda made a little progress. I think i can fix it tomorrow. they were sposed to teach us a bit of max in uni today but didnt... grrr. and rome total war got a mention by one of my lecturers hehehe.

    Adding more units to the medieval age maybe feasable, depends on unit/model count... I'll have to make a round up of how many units and models we have declared soon so i know how much more scope we have.

    @Helgi
    Thanks for the clarification... will have to look up the unit size for them, they will indeed be an exceptional unit available to the british with very high recruitment costs. due to the veriable unit sizes available in RTW i'll set the value based on the unit sizes being set to normal.
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  12. #252
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    richyg13 - Sounds good!

    Helgi - Thanks for the info!
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  13. #253
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    Site has been updated with the stated needed changes plus some extra things ive added.

    http://www.dhost.info/crazypaul2k4/row_ageofmankind/
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  14. #254
    Viceroy of the Indian Empire Member Duke Malcolm's Avatar
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    Default Re: The Age of Mankind: Total War

    I haven't really been interested in this mod before, but I have recently fallen in love with it, and I will no doubt get it when it is ready for download. However, after reading that you might give the British only England I might suggest giving the British all of Britain, because the people of ancient Wales were the same people as of ancient England, and the Picts may also have been British... And if you do this, then the rose might not be the best symbol...

    Sorry, nit-picking is just a little habit of mine...
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    It was theirs but to do or die.
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  15. #255
    Member Member Helgi's Avatar
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    Default Re: The Age of Mankind: Total War

    @Lonely Soldier,
    No Problem, just trying to help when I can.
    @Richyg13,
    If you need anything let me know.

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  16. #256
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    @King Malcom
    for starts, thanks the support
    Britain has always been a multi-cultural society, has been home to many different peoples. Indeed Wales, Scotland and England have their own cultures in a sense which makes it dificult to decide on a symbol to represent all three without using the modern Union Jack that i was originally using.
    As decides the starting provinces owned it could be likely they start with all three and depending on the map scale they may have all 3 combined as a single province. Not much is known at this stage and is always subject to change.

    @Helgi
    Any help you give is always welcome, if we do something u can see is totally wrong please point it out so i can slap myself and correct it
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  17. #257
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    King Malcolm - Glad to hear how much you like the mod! As Richy said, the Britons may start with all of Britain simply because of province limitations/map size, but I think it might be good to make them fight rebels - even if only in one or two provinces - early on, instead of giving them free reign over an easily defended and agriculturally rich area. But we'll see how we go.

    richyg13 - The new description on the main page is very good! It clearly states the mods scope! Also, I totally agree with your comments about Briton being multicultural - that is precisely why we should have special, province specific units, like Welsh Longbowmen.

    By the way, my name is Walter Leggett, I'm 17 (its Brisbane by the way ), at the moment my favourite faction is the Inca Empire.

    I just discovered that BI won't be out in Australia until the 21st of October! AAARRRGGHHH! So I won't be able to test anything uploaded until then!

    Some more Region Descriptions:
    Asia – The continent of Asia technically begins in Turkey, making it a truly massive area, comprising India, China, Mongolia and the islands of the south-east and Japan. Here the Gupta and Champa Empires are rising, the former in the hot, wet centre of India and the latter in the jungles of what will become Vietnam and Cambodia. China’s rich pastures and vast resources are divided between two warring kingdoms, the Wei and the Qi. China has been a centre of learning and technology for many centuries past, presumably due to its large population and rich supplies of natural resources. The islands of Japan are almost entirely mountainous, making agricultural land scarce. Earthquakes are also common, making building on sloping ground perilous. The western half of Japan has recently been united by the Yamato clan, while the rest is controlled by rebel warlords. The Mongols make their impermanent dwellings on the steppe of Central Asia, and live a life of subsistence entirely dependant on their horses, this has, of course, made them excellent horsemen.

    The Near East – the Tigris-Euphrates river system - fed by snow-melt from the northern mountain ranges - is the life blood of this region, which has always produced grain of the highest quality. Many civilisations have risen and fallen along the Twin Rivers and on the coast of the Caspian Sea to the north. Now the Sassanid Empire stakes its claim to this area, and to the deserts of Arabia and the Marshes of the gulf. To the north, forming a barrier between the Caspian and Black Seas are the Zagros Mountains, a useful defence against any who would threaten the northern border of the Empire. To the West lies the passage to Africa and the rich territory of Egypt.
    Last edited by Lonely Soldier; 10-07-2005 at 00:50.
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  18. #258
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    Hehe, dont worry there are games i want not sue til next month so they're killing me :P and if you wait there'll be more stuff available for you to play with by this time :)

    sorry that not much viewable work has been generated in the past few days, with uni being the main cause it is supplying me with skills to help in this mod's development. What i have been playing with more than anything is getting a musket model to work. I have it in game and its boned 90% correctly (needs a new animations realy, i'll work on that once i got the rendering aligned properly), i am no modeller thats why its taking so long :P

    This musket can be the base for all the factions. Its a very poor model but its a start.

    I'll add the new region descriptions now

    I got uni all day today, then im playing football (soccer) later (im injured but starting lol, work that out) and then probably gna have people over for a drink. So yeh! no work today lol.
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  19. #259
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    richyg13 - OK! Have fun !
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  20. #260
    Member Member Helgi's Avatar
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    Default Re: The Age of Mankind: Total War

    "@Helgi
    Any help you give is always welcome, if we do something u can see is totally wrong please point it out so i can slap myself and correct it "
    @Richyg13,
    No proplem, will be offline between the 20th to maybe the 25 or 26 due to the move, but yeah, I'll give you a heads up.
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  21. #261
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    Helgi - Hope the move goes well!

    Here are some more unit descriptions (the phrases on 'lacquered armour' can be recycled for all other samurai units.

    Yari Samurai – These spear armed samurai are expert at defending themselves from a cavalry charge or against light infantry. They wield their spears two-handed, either making thrusts or small slashes at the enemy. They are armoured in the usual fashion of those of wealth, with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.

    Katana Samurai – The katana was, for its time, the epitome of all blade-work; those of especially high quality were capable of severing a man from shoulder to shoulder. The katana (long-sword) has an elegantly curved blade which is formed by folding sheets of steel over a soft, iron core and is fought with two-handed. When employed by warriors such as these, who train with them near constantly, they are truly fearsome weapons. These samurai are armoured in the usual fashion of those of wealth, with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.

    Yumi Samurai – The yumi, the Japanese longbow, is easily recognised by its unusual curvature, specially designed to be easily fired from horseback. Unlike its European counterpart, which is made from a single length of yew, the Japanese yumi is made from thin layers of bamboo, glued together with resin and bound in bamboo cord. These samurai are trained in the Way of the Bow (Kyudō) and so are expert bowmen. They are armoured as befits their class; with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.
    Last edited by Lonely Soldier; 10-08-2005 at 05:21.
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  22. #262
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    awesome descriptions! see thats the stuff i cant do lol. So your proving your worth

    I can get something sorted today, may add the roman cavalry or something, see what fits after lunch :) maybe get some Hellastanic Cavalry done too. I'm having an issue with the mounts, i cant create my own so I'll have to enquire on the forums to see how i can create new ones.

    also i got the texture to work on my musket i was making, u can see it here:


    need to do:
    - new animations
    - a new skin (i can convert the model into an Aquebusier - an armoured musketman which seems the roman type of way in my opinion)
    - new projectile (bullet for musket)
    - smoke effects
    Last edited by richyg13; 10-08-2005 at 13:15.
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  23. #263
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    richyg13 - Musketeers look great! And I agree, the Romans would use armour as much as possible. They really liked the whole 'all-purpose soldier' thing!

    Good news! We have a modeller! Welcome aboard kornsoadhts!
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  24. #264
    Member Member kornsoadhts's Avatar
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    Default Re: The Age of Mankind: Total War

    i was sitting in ap european history class when my teacher went into a 30 minute discussion about the englishs' use of the long bow to dominate the french and put an end to chivalry in the battle of Crecy (1346). This was a major turning point in european warfare and i would like to know if u know of this and have considered including this in the mod. If u have then welldone, but if u haven't consider doing some research to create an english longbow unit. These longbowmen would plant their arrows into the ground and after every shot they would reload this way without having to reach anywhere on them, making their refire rate extremely fast. And if im not mistaken later on in english history they started using crossbows becuz it was easier to train soldiers to use them. sry i rambled a bit but an exotic longbow unit would be sexy ;) As playing as france later around the 1420s a general should appear known as joan of arc who could balance out the english's archery power with a strong calvary unit. This would even out the english vs. french and would be historical accurate. stuff like this can be done with other important historical figures to make this mod even more appealing.

    i was thinking, is it possible to extract models and textures from that british rtw-like game "imperial Glory" to use for riflemen units?
    Last edited by kornsoadhts; 10-09-2005 at 04:56.

  25. #265
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    kornsoadhts - Those ideas sound promising! I'm not sure about the Imperial Glory models being compatible though... Do you own the game? It would probably be illegal to use them I'm afraid.

    Some more unit descriptions:

    Rome - Patrician Knights - These knights are the medieval noble equivalent of equites. They, like the other nights of Europe, charge with long spears and then enter the frey with swords. These swords, essentially lengthened versions of the Gladii used by Roman legionaries, are coupled with a tall shield and thick barding for the horses which makes these knights some of the finest in Europe, a testament to Roman skill in adapting the technologies of other cultures. They are armoured, albeit more richly than their ancestors' Plebian counterparts, in segmented plate armour of the style of the 1st Century CE.

    I think these knights should wear a lorica segmentata (like the legionaries use, somewhat paradoxically in R:TW) because it shows the slightly antiquated nature of their class.

    Franks - Pavise Crossbowmen - These crossbowmen use the pavise; a square shield with a prop at the back which is designed to be set up and sheltered behind, making it, essentially, a moveable wall. These archers therefore are slow moving, but can reload safely behind their pavise when others would remain vulnerable.

    Britons - Bombards - The bombard, a British invention, is basically a massive bell shaped piece of steel into which is packed gunpowder and a massive iron ball, or other projectile. The bombard was first employed in [I have the date but I can't remember it] against the French and here it proved decisive. These weapons are however, inaccurate and liable to explode violently if over-stuffed with powder.

    Mortars - A development of the bombard, the mortar is somewhat more accurate and works on the same principle. Its crew need to be expert at calculating angles and trajectories to use these machines effectively. The main function of the mortar is to rain death on foes sheltering behind fortifications and, with an experienced crew, reducing a cities walls may be unnecessary.

    Japanese - Naginata Samurai - The naginata, or glaive, has a handle three to five feet long on the end of which is a long curved blade. The naginata is essentially a sword on a staff and has the advantages of both; enemies can be kept at a distance while long, slashing cuts are inflicted. These samurai are trained to use the naginata against infantry and cavalry. They are armoured as befits their class; with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.

    Naginata Cavalry - These samurai weild the fearsome naginata from horseback. Using this weapon allows not only for impaling enemies in a charge but also for sweeping passes at the enemy line. Horses are very rare in Japan and the naginata is a difficult weapon to use effectively, both of these factors make these men prized in a Japanese army. These samurai are armoured as befits their class; with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.

    No-Dachi Samurai - The No-Dachi is an immensely long sword, made in the fashion of a katana and of similar curvature, the No-Dachi is rather analogous to the Scottish claymore in that it requires immense strength to be weilded effectively. The No-Dachi, again because of its size, is a weapon near impossible to use with much speed, but, should an enemy soldier get in its way when momentum is on its side they will almost certainly be killed or crippled. These samurai are armoured as befits their class; with interlocked, lacquered metal scale armour, which is effective against sword cuts and allows for supple movement.
    Last edited by Lonely Soldier; 10-09-2005 at 07:49.
    THE AGE OF MANKIND
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  26. #266
    Member Member kornsoadhts's Avatar
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    Default Re: The Age of Mankind: Total War

    what type of buildings and units do u want me 2 model? i need something to model after, like a picture or something. Oh, by the way I have to tell you that building modeling is very restricted and would take alot time if i don't have any idea what to make. So it would be nice if you could get me a picture of what types of buildings u want, what they're called and same with units.

    i have below some proof that i no how to model, its a unit called The Reaper Elite. They are a handler unit(as you can see they have wardogs) but they are also fight very well with their touch of death..hehe...neway i just wanted to let u no i can model, i put this unit together in about 15 mins so its not flawless and it has half the vertices and polygons of a regular peasnt unit probly. Its of no use to the mod i just felt like posting it up.




    im getting barbarian invasion in a day or two, i researched the patrician knights a while ago and got an i dea. I can mount one of the BI roman general models to an armoured horse and give them spears. In the picture i found the helmet the knights were wearing was one available in BI and the horses looked like regular horses with some armour here and there. i would just edit all of the files and textures and we'd have the patrician knights.

    this i the only picture i could find of patrician knights
    http://www-personal.une.edu.au/~gkellehe/pat_romkn.jpg
    do you guys have the expansion because that might take care of one whole age for europe. we might not have to add many more units for europe since the BI expansion covers that area thoroughly. The expansion even has a religous system so i've heard.
    Last edited by kornsoadhts; 10-09-2005 at 19:36.

  27. #267
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    kornsoadhts - I like those reapers! I'm surprised you found any pictures of the patrician knights... I thought I made them up! They'll be in the Medieval Age, which, of course, the Romans didn't survive into.

    RichyG13 has the expansion and I'm gettting it this week. He's already given us a lot of info on the features (yes there is religion and it is possible to add more than the three provided). I imagine BI will give us virtually all the Europeans we need, albeit with some skin changes, but we've still got the Americans and Asians to do.

    I'll give you some pictures for some Mesoamerican units (I think they're on page one of the forum in the units placeholder post). Of those I would particularly like to see the guy with the giant umbrella thingy (he could be a standard bearer perhaps. You could also look at the jaguar warriors perhaps.

    and basically any of these!
    Mexica Cuahchic, Warrior Priest, Alliance Warrior


    Province Specific units - Tlaxcalans:

    Tlaxcalan Captain (possibly a unit in their own right), Texcocoan Captain (maybe used as captain for all Mesoamerican Alliance units? He just looks so damn cool!)


    Bowman, Soldier and Elite Warrior of Tlaxcala


    And here are some unknown types of warrior:


    There are also some Inca units there which you might consider doing. The models on a lot of them look pretty interchangeable (with some skinning differences).

    More unit descriptions:
    Mesoamerican Alliance:
    Warrior Priests - These men fight for their gods and capturing prisoners is a priority. Those taken prisoner are not to be spared however, they are to be sacrificed at the summit of a temple-pyramid to appease the gods. These warriors wear the traditional garb of their station and a tall pointed cap which helps to deflect blows away from them. Like other Mesoamerican warriors they carry a wooden shield decorated with feathers and an obsidian edged club.

    Alliance Warrior - These men are the mainstay of a Mesoamerican army and, when massed, present a fearsome sight. They are not a match for any elite units, but they are useful in surprise attacks. They are armoured very lightly and so are vulnerable to ranged attackers. They carry a small feather covered shield which affords them some protection against others of their class. They also carry an obsidian edged club.

    Jaguar Warriors - These men are feared on the battlefield as the jaguar is feared in domestic life. These men are some of the finest warriors in a Mesoamerican army. Their units are generally made up of the wealthy and elite warriors of the Yucatan Peninsula. They are still lightly armoured though and are accordingly fast on the battlefield. They carry finely made shields and obsidian-edged war clubs.
    Last edited by Lonely Soldier; 10-10-2005 at 00:58.
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  28. #268
    Texture Artist Extrodinare Member richyg13's Avatar
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    Default Re: The Age of Mankind: Total War

    See what happens when im not around for a day! lol

    welcome aboard mate, finally my prayers are answered, wont have to put up with my crappy models :P


    I am indeed using many of the exisiting BI units and giving them reskins and partial model changes.

    your modelling skills are quite profound by the way, im impressed.

    i know im not in charge of the mod's direction but should our focus be on completing europes early ages? the map isnt due for some time so we can get a demo camapaign going with the BI map??? up to you Lonely.

    btw, the limit is 10 religions.
    Last edited by richyg13; 10-09-2005 at 22:56.
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  29. #269
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: The Age of Mankind: Total War

    richyg13 - Its good to know the limit on religions - but unfortunate there is one!
    i know im not in charge of the mod's direction
    I still value your input though! And yes we could certainly focus on Europe's early ages, as BI provides so much in this regard. Ideally I would like to release everything we've got as a sort of teaser version, using the factions already present if necessary - but I can see the problems with that. My only problem with a European demo is that it doesn't really show off much if we basically just use the early eras (iron and steel ages). If we were to release a European demo we should probably have the religions in place, and have one or two age shifts complete. We should consider this a little more before making a decision.

    Draft Religion and Religious Structures List:
    Judaism (too minor in the scheme of things? Perhaps orthodox christianity as well?)
    -Cynagogue (others too, I'll need to research this)

    Christianity (see BI for buildings)
    -Chapel
    -Church
    -Cathedral
    -Monastery (as an add-on?)

    Islam (not sure on the structures. Islam emerged around 600CE, not sure if we can do that.

    Hinduism (I'll find Indian names for structures)
    -Shrine
    -Temple

    Animism (belief in spirit animal gaurdians and things. I think this is primarily North American)?

    Buddhism
    -Shrine
    -Temple
    -etc.

    Mesoamerican Religion
    -Shrine
    -Temple
    -Temple Pyramid
    -Great Temple Pyramid

    Celto-Germanic Religion
    -Sacred groves and such

    Two more slots.

    Unit Descriptions
    Mesoamerican Spearman - These warriors are lightly armed and armoured, their main function being to repel an enemy charge, not to engage in direct melee. They are most effective when tightly packed together so they can present a solid wall of spears. They do not carry shields and wear nothing but a loin cloth so they are extremely vulnerable when outclassed, as they almost always will be.

    Bowmen of Tlaxcala - These Tlaxcalan subjects of the Mesoamerican Alliance are armed with bows and are quite richly armoured. Their arrowheads are edged in volcanic glass and their bows are strong. These archers are experienced and only the finest will serve in an Alliance army.

    Elite Warriors of Tlaxcala - These are the finest soldiers the client state of Tlaxcala has to offer, wearing a swan head-dress indicative of their wealth and status they go to battle with lightning speed and unmatched prowess. Like most Mesoamericans they carry an obsidion edged war club and a feather coated shield. Many of these warriors would have won their armour for valourous service to Tlaxcala and the Mesoamerican Alliance.
    Last edited by Lonely Soldier; 10-10-2005 at 00:56.
    THE AGE OF MANKIND
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  30. #270
    Member Member kornsoadhts's Avatar
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    Default Re: The Age of Mankind: Total War

    I finished the following unit. Tell me if you want me to change something or anything. I tried to give it those indian braids on the back of the head but there was some glitch appearing from it in game. But if there is anything you don't like about it or you just think would make it better tell me. I'll start working on the archer next.
    Tlaxcallan Unit

    By the way the swords for this unit is supposed to be like a wooden sword with razors on the sides right? or did i do that wrong?

    update-i finished the sprites, descr_model_battle file, texture, and all models for the tlaxcallan soldiers unit. I dont know if u want me to leave the unit card picture and descriptions up to u. I'll fix the length of the sword in the morning. Its so long it goes through other friendly soldiers during the before battle speech.
    Last edited by kornsoadhts; 10-10-2005 at 05:25.

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