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Post by Murfios on Feb 11, 2008 23:30:54 GMT
Sure no problem, ill make the icon and the banner.
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Post by meliritiatl on Feb 12, 2008 4:39:15 GMT
listen i was going to tell you guys later but since Rah had this idea about the unplayable faction i might as well reveal my surprice now. I am modelling the Maya faction from start, in fact only the Maya general is missing and believe me the units are gorgeous. I used scholars references this time, not photos from Apocalypto and Osprey only.I was keeping them for my version of our mod i was telling you about but i would give them to you too if you liked them. I just thought since Murf did a lot of work with the skins it would be unfair to reintroduce the Maya. But now you can keep Murfs Maya and rename them to Tepanec and use the new Maya i was building for Maya. This way the Tepanecs will have original units and not copied ones.Its your call actually.I will have my Maya units skinned by end of February.
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Post by Filibusteria on Feb 12, 2008 16:24:24 GMT
The problem is that Tepanecs were in fact Just like aztec, and maya units for them would look wierd.
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Post by jacobdebroedere on Feb 12, 2008 18:00:48 GMT
By the time our mod starts, their was no unified Mayan empire. Maybe we could have two different Maya factions, one with the skins and models we have now and the other with yours?
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Post by Filibusteria on Feb 12, 2008 18:49:04 GMT
That's a good option.
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Post by Rah'Majashan on Feb 12, 2008 22:46:38 GMT
Actually, in 1427 the Maya were still unified. I believe they fell apart in 1450 or so with the rebellion that led to the destruction of the Cocom Dynasty which sent the culture spiraling town in a bunch of warring city states.
I was wondering if we could code or script the Maya cities to be highly unrestful at the start of the game? Or we can make it two allied factions and then script that to change at some point. Just some ideas.
By the way, last night I made up my list of Maya cities. Before anyone jumps down my throat when I post it, I am just giving a heads up, Palenque, Tikal, and Copan will not be in the mod. These cities were abandoned around 900 to 1000AD at the fall of the Classic Period and were not resettled nor populated during the time of our mod. We can eventually make a Classic Maya mod if you wish these cities to be included. Until then I am suggesting we keep them out in order to stay with the authenticity we are always talking about.
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Post by Murfios on Feb 13, 2008 2:43:04 GMT
I will have my Maya units skinned by end of February. If you are remaking them, let me skin them. Mel, I know you hate my skins but please they are my fav faction. Let me skin them!
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Post by meliritiatl on Feb 13, 2008 3:17:13 GMT
listen, i thing since Roman has coded them and you have skinned them its no use to go back and skin them again.We will use the Maya we have, they are ok. I will skin mine just to show you guys and then, if you go along with INCA TW, we can have two Maya factions and include them ingame.No need in waisting time, i just thought the latest maya could help in our search for Tepanec quest. Hmm, in this case maybe we could use the mercs units, only changing their names.I think they will do for tepanecs for now. Rah its a sad thing to let these three cities go.Every guy playing the game will be looking for them, they will just want to see the famous cities, and although you are right about historical accuracy, i think these three cities are a must. BUT, you are the mapper and i always have said that we should let creators do their work, so go along with your plan if you need to. Guys we must be moving on, not turning back. Murf your Maya are ok, we are keeping them, lets move on guys. the tepanec names will be tarascan bowman-tepanec bowman tarascan elite bowman-tepanec elite bowman mixtec jaguar-tepanec nobleman eagle warrior-tepanec eagle warrior jaguar warrior-tepanec jaguar warrior merc otomi warrior-tepanec warrior tarascan slinger-tepanec slinger texcocoan elite-tepanec general
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Post by Roman_Man#3 on Feb 13, 2008 3:32:46 GMT
Its easy enough to put those units in.
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Post by Rah'Majashan on Feb 13, 2008 4:25:24 GMT
Mel, I understand the issue with these cities and believe me I researched for a long time before making the choice. I was wondering if we could some how put them in as wonders or something. If everyone feels that the cities should be included, I'll do so, its easy enough and they're already coded in and I can make it be just a matter of renaming files if people want this.
As for the Tepanecs I hope you didn't make new models. As I said, all we need to do is change the skins. I know it seems like I'm making a lot of last minute changes but I wouldn't do it if I thought they were going to be disruptive or if they were going to take away from the game.
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Post by meliritiatl on Feb 13, 2008 5:29:30 GMT
no the units for the tepanecs will be reskinned from the merc line of units, but we are not going to use all of them, justy the ones i referred in the above message. As for the map i suggest you put them in but thats your call entirely man
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Post by Rah'Majashan on Feb 13, 2008 15:39:21 GMT
OK, after working on the Mayan area last night I will keep the cities in mostly because there aren't enough provinces that existed in the highlands area at the time of our mod. I will code them in such a way that they are cities but with a low population perhaps. I just got stuck in the authenticity aspect of the whole thing. I started researching for a few more provinces to beef up the mod and the next thing I know I'm adding almost 25 more. Some people have mentioned worried about it being a seige game, don't worry. I've played several multi-round campaigns and it takes several turns outside of the valley before you hit any cities so long as we code in enough enemy armies and make them unhappy about the Aztec's ideology of expansion then there will be plenty of field battles.
I just have the Mixtec lands left and I'll be done. Having sketchy internet service is making my progress a little slow.
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Post by Rah'Majashan on Feb 17, 2008 10:49:02 GMT
Quick update. I coded in all the provinces I've found and have tested the map for several turns and it seems to be working OK. I also coded in all the character names for the different factions and coded these into the desc_strat as well as built the family trees for those factions who families I could find. The last thing I want to do before I send everything off is remove the winter aspect of the game.
Then I will create a packet and place it on the mod email. Hopefully you guys can then help me test it to find any mistakes in spelling I may have made or which battlefields are just too steep for what their supposed to be. Now its 3am and I need my sleep. Later.
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Post by meliritiatl on Feb 17, 2008 12:48:11 GMT
good work man
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Post by Murfios on Feb 17, 2008 22:04:04 GMT
Sure I could help.
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