Why should we need that when we have a perfectly sensible mod switching system in place that allows us to put every mod into its own subfolderOriginally Posted by Ricgard
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I must look like an idiot then...Originally Posted by alpaca
Oh well.
Someone good at modding should try it out. If they can seriously reduce Lag and keep a better-than-Rome graphics then they should take it further.Well that's all a matter of the polygons your computer can draw on screen. If you want a mod to make it faster you need one that will reduce the polygons- simpler models.
Of course, I have done that. I still get no were near 10,000, and playing online, there are just too few people who can't even get 5,000 lagless.Can't you just change the quality in the options?
On A related Topic: Sprites are really awful in M2:TW. I was Wondering, was this just sheer lazyness on Ca's part to finish them? Can the Sprites be improved? (Assuming we can even make sprites.)
So I was throwing around ideas for a mod like this and have come up with some basic ideas that I want to implement:
- Realistic Factions (Already started working on this, even taking into account the 30 faction limit)
- NO more fantasy units (Unit list will be relatively short, but will hopefully depict units available during the time frame....will even try a show the evolution from fief armies to more professional armies.
- New Map, remove Aztecs, focus on Europe/Western Asia. (This I need help on as I have no skills in this section)
- Unit scaling system. Basically eacj soldier would represent 10, 100, etc. So fro example a unit of 250 could represent 2500. Balancing will be adjusted for this.
- 4tpy
Something like renaming factions I have already started doing, but until we get an unpacker from CA thats about all we can do.
If any one who has experience doing mapping, and is interested in helping, please pm either here or at TWC (same name).
Kushan
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