nice screen...good luck for your mod!
nice screen...good luck for your mod!
The Wheel of Time turns and Ages come and go, leaving memories that become legend. Legend fades to myth,
and even myth is long forgotten when the Age that gave it birth returns again. In the Third Age, an Age of
Prophecy, the World and Time themselves hang in the balance. What was, what will be, and what is, may yet
fall under the Shadow
Twice and twice shall he be marked,
Twice to live, and twice to die.
Once the heron, to set his path.
Twice the heron, to name him true.
Once the dragon, for remembrance lost.
Twice the dragon, for the price he must pay.
If you do this alone I will dowload the mod. That would be unbelievable.Campaign map
The R:TW map will be replaced with a map a la M:TW since I find the boardgame style much more suiting for the atmosphere. The map will get the look of a parchment map laying on a wooden table. There will be shires and some of them will be divided up to give more options in movement.
Looks like very much work tough, hope you can pull it off.
I guess I wasn't wrong when I said you were overconfident about RTW modding/scripting possibilities then.
That last screenshot is interesting though. Somehow it looks familiar. I guess you wanna keep us in the dark about exact details, but if that engine allows for more freedom than RTW modding I'm might be interested in giving you a hand on this project.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
well Duke, if you dont finishs the project could you atleast say how you did the map.I have been dying for a RTW with MTW map ever since I first played.
That's a screen from one of the American Conquest-series games, right?
I'm willing to go forth with the idea if there's anyone who knows how to mod or script or anything since I'm only good at the researching and design bit![]()
"…Birds of battle screech, the grey wolf howls, spears rattle, shield answers shaft. …Then many a thegn, laden in gold, buckled on his sword-belt. …The hollow shield called for bold men"s hands..."
Sadly... I think that a War of the Roses mod really stood a chance of becoming a reality if they kept in the MTW mechanisms of marriage and crusades - that way, marriages could be arranged - as they were historically - between the great families, while crusades and jihads would stand in for the chevauchees and expeditions during the war. I mean you can get the look of it in RTW and you can have family factions but you got the limitations of the game engine...
Best wishes and best of luck though DJ, wherever you are! Hope that you can still realize the WotR game that we all dream about!
de Clare
"Ad majoram Dei gloriam"
That screenshot is a quickly thrown together in Paint Shop Pro and was a test to see how an isometric game with small units looks like. Now you can say that such a screenshot is worthless, but while not yet a game engine it did gave me the confidence that something that simple can look good enough. And programming a isometric game engine is not rocket science, it is defintely a reachable goal. Some time ago I made with Macromedia's Director 20,000 animated sprites onscreen, plus I got a 3ds model converting tool working, so I think that Director can be used to create a TW style of game.
I do not have the hope of creating a 3D battle engine since that would introduce many obstables. A isometric game engine is alot less complicated and games are still produced with it (Cossacks 2 and other real time strategy games). This project may not succeed at all, but I now realize that what I aim for cannot be accomplished with the TW engines and I have little hope for the future considering that the CA developers are happy with R:TW. So TW was an dead end for me anyway.
I am now searching the web for tutorials and thinking about how the engine should be like; real time versus turnbased, scale. And IMO very important how to give the player an unique gameplay that reflects more truthfully medieval warfare. I want to be able to recreate the battle of Tewkesbury where the whole battleline rotated 90 degrees or where an unit attacked his own unit as it thought it was the enemy in the fog. An engine where it becomes logical to divide your army into 3 divisions and to keep reserves. I am also looking into DBA and Warmaster rules for some ideas.
If any of you think that spending many months on creating a game engine is a fun hobby then feel free to PM me or post in this thread.
No, you were wrong. It wasn't the impossibilities of scripting that made me quit, but the tactical AI that leaves me time after time saying "What the hell are you doing!?"Originally Posted by Adherbal
I don't want to keep you in the dark about details. If I have something to show I will definetily love to share it although this subforum is not really the place anymore. If you are interested in wasting many hours then you are always welcome to share your own ideas how a medieval wargame should play like.
King of Atlantis, my idea cannot be used for everything. Ideally only for 2 factions with 1 being controlled by scripts. This way you do not have to test versus multiple factions; 4 factions can mean 12 times as many code and I don't know wether R:TW can handle that much! But in short; you place (selection) characters in each "region". If the player selects one these characters then the army model is instantly moved into the region and the selection characters are moved from the map.
Cheers,
Duke John
Hello anyone I feel like talking to wall![]()
"…Birds of battle screech, the grey wolf howls, spears rattle, shield answers shaft. …Then many a thegn, laden in gold, buckled on his sword-belt. …The hollow shield called for bold men"s hands..."
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