Kixmy wrote:
Hey, im not a modder nor a coder but im really familiar with history like a lot and played a bunch of games. I suppose I could help you with making some decisions and I know a bunch of armor from other games and whatnot that could fit into New Elegante. Its not that much help but its something

punkisnotdead8 is my skype, add me up.
Well skype is not an ideal communication tool for development, steam works really well for me but its fine if you don't have that.
Do you want to work as a researcher for civilisations which the factions draw inspiration from? Basically everyone in the team has some input in decisions if they want so if you have any suggestions then that's cool.
Sorry I took so long to reply, hope to hear back from you
boiboidude77 wrote:
I love this mod and i have 160 temple archers

The snakes are getting a new look for the next version (which includes armour), so that should be good for your snake tribesman collection.
New Version up now, Anniversary Edition
comment last edited by Crossbow_Joe on Jan 30, 2012, 09:16:33 pm
Thanks, but I still do prefer it without since the hair covers the headband.
Alternatively I could make it less common so as to have the snake tribe not hairless. Don't forget that the lord you talk to have no headbands when in castles and such so ther hair is not entirely stifled.
Also I made a scene preview video of the scenes in the newest version
http://www.moddb.com/mods/new-elgante/videos
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
i think, i'll editing those villages after you relase the new version
Do you want me to give you the team version now with all the scenes? Or wait until the next public release?
maybe the public version, because i'm busy to make my mod
Fair enough, I wish you good luck with it. May your code always compile without errors

thanks, btw when will you release the new version?
Hard to say, it wont be in the next few weeks though. I want to make each patch substantial
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
i think, i'll editing those villages after you relase the new version
Do you want me to give you the team version now with all the scenes? Or wait until the next public release?
maybe the public version, because i'm busy to make my mod
Fair enough, I wish you good luck with it. May your code always compile without errors

saipoon wrote:
i think, i'll editing those villages after you relase the new version
Do you want me to give you the team version now with all the scenes? Or wait until the next public release?
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
yup, i rename all lundic lord, but i didn't change their face, sorry
it's culture is khergit right?
btw, may I give all lundic lord a title? (maybe 'warrior' at the end of name :/ )
They are inspired by the Apaches/Comanches, they are the same race as the Karkan Tribe but are different in the fact they trade with colonists and so end up with completely different equipment. They could have a characteristic in their name, much in the same way as you did the Rebel Lords.
Oh, I understand now
How if one of they troops bring a firearms as weapon? Just like a modern Indian at war with colonists
I have had that suggested a couple of times, and historically it makes sense. I am considering giving some to the Arlen Barony, but the colonists restrict what they trade to the Lundmen. They are already strongly regretting ever giving them horses, and there is several scenarios where they trade them hand cannon shots. The Lundmen, confused about their use, put them on ends of clubs and have been known to throw them.
But I don't want to add too many firearms into the world as a whole, the resources to make gunpowder are scarce and I want to simulate that with the lack of abundance.
saipoon wrote:
yup, i rename all lundic lord, but i didn't change their face, sorry
it's culture is khergit right?
btw, may I give all lundic lord a title? (maybe 'warrior' at the end of name :/ )
They are inspired by the Apaches/Comanches, they are the same race as the Karkan Tribe but are different in the fact they trade with colonists and so end up with completely different equipment. They could have a characteristic in their name, much in the same way as you did the Rebel Lords.
saipoon wrote:
Here it is,
http://www.mbrepository.com/file.php?id=3286 i've renamed the name of lord with X at the start, the password is
akugila
And i'll rename (or change the scene) of unrenamed village, but coming soon

Cool thanks, the Karkan scenes have all been made since v0.7 so don't change them.
Did you change the Lundic lords names as well? If so thanks for that, I just transferred them over too.
If you want to make scenes then I can recommend making some Arlen tribe village scenes, they have none.
If you want to continue doing work I can give you a newer version with all these changes to scenes and new scene props.
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
wow! i love this mod! i like this tribal mod!
but, the lords' name is more calradian, may i rename all lord and change their face to more tribal? with your permission, and i'll upload it too

Great!
I could add your changes to the official mod and you could release it as an addition temporarily. If you wish to do so we could set it up so that you can make the faces and send me the code along with new names and I can add it to the mod, with credits of course.
In future I plan to make facepaint and such so it should make it easier. Don't change any Elgante Lords names though, they are as planned.
Guy! I've upload it for you, here it is
http://www.mediafire.com/?uozgeaupuna7pnn
The password is :
akujelek
And i'll give the changelog too...

The karkan and snake lords name has been changed.

The karkan and snake lords face has been changed too.

The rebel lords name has been changed (I just change the lord with their real sarranian name)

I gave all karkan lords the boar helmet.

AND I changed all karkan, snake, and rebel ladies name
if you want me to change the villages name, I'll do it with fun
sorry if my english bad

Thank you very much you'll be in the credits come next release, I just finished applying your changes. Brilliant names, I really like them, previously changing names was not a big priority of mine. But it really does feel more complete with the new names. But can I ask you to make a few more Karkan names? Some of the karkan names you had did not seem to fit, the ones with X or Z at the start. Could you just rename those and post the new names?
As for renaming villages, its up to you. But the Karkan village names will be changed soon as will the snake tribes. So that leaves most of the rebels/barony, all of the lundmen/arlen tribe. Anything in particular you wanted to cover?
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
i have a suggestion, what if you give this mod with the diplomacy features
I have permission to do so, but haven't got around to doing it. Its one of the main things on my list of things to do however
oh.....
btw, can you or your other member can make an animal hunting system like brytenwalda?
I liked that system in Brytenwalda, so far I am the only "coder" on the team, even if I am not particularly good at it, I'm more of an artist.
But I'll add to my list and I'll give it a good shot and with any luck you'll see it in a future version.
saipoon wrote:
i have a suggestion, what if you give this mod with the diplomacy features
I have permission to do so, but haven't got around to doing it. Its one of the main things on my list of things to do however
comment last edited by Crossbow_Joe on Sep 28, 2011, 08:34:19 am
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
okay, but the snake tribe headband is make the wearer's hair look bald, it's make all snake tribe troops bald and not have any hairstyle

Good point, I had forgotten about that, they look weird when they have hair and the headband. Its up to you if you still want to make face-codes for them. I can remove the headbands from some of them for some cool face-codes but most of them should retain the headband, it signifies their rank.
haha! all right then, i'll make their king/grandchief more scary!
and don't forget to change the scene of some town and village in snake tribe, there's look unrealistic
Its not that I have forgotten to change the scenes its that it is a very large undertaking to change them all. I have a new team member however who managed to make all karkan scenes, which will be a great addition for the new version. Usually it takes about 2-3 hours to make a medium sized scene, let alone the time for me to make all the models for it. So keep in mind I am working on scenes but since I am making a whole mod I have to focus on other things as well so it is not done too fast. Though I can promise you that scenes, especially for the tribal factions, will all be done eventually since they are the ones who need converting the most.
Good luck
comment last edited by Crossbow_Joe on Sep 28, 2011, 06:52:15 am
saipoon wrote:
okay, but the snake tribe headband is make the wearer's hair look bald, it's make all snake tribe troops bald and not have any hairstyle

Good point, I had forgotten about that, they look weird when they have hair and the headband. Its up to you if you still want to make face-codes for them. I can remove the headbands from some of them for some cool face-codes but most of them should retain the headband, it signifies their rank.
saipoon wrote:
Crossbow_Joe wrote:
saipoon wrote:
wow! i love this mod! i like this tribal mod!
but, the lords' name is more calradian, may i rename all lord and change their face to more tribal? with your permission, and i'll upload it too

Great!
I could add your changes to the official mod and you could release it as an addition temporarily. If you wish to do so we could set it up so that you can make the faces and send me the code along with new names and I can add it to the mod, with credits of course.
In future I plan to make facepaint and such so it should make it easier. Don't change any Elgante Lords names though, they are as planned.
all right, i'll send you the troops.txt whenever i can. And for the name, i just give it for karkans and snake lords, not for other faction lords
Cool, the Karkan head chieftan has a new facecode but he is the only one I have made one for, same with the names. Avoid giving any of them red hair and always try and give them a rough look
The Tribe of Snakes have no new facecodes so there is nothing to go off of really, give them dark hair mostly and avoid blonde.
saipoon wrote:
wow! i love this mod! i like this tribal mod!
but, the lords' name is more calradian, may i rename all lord and change their face to more tribal? with your permission, and i'll upload it too

Great!
I could add your changes to the official mod and you could release it as an addition temporarily. If you wish to do so we could set it up so that you can make the faces and send me the code along with new names and I can add it to the mod, with credits of course.
In future I plan to make facepaint and such so it should make it easier. Don't change any Elgante Lords names though, they are as planned.
Chuckster wrote:
Hey! I saw that you need help with the mod! I have never made a mod or helped male one and am a complete newb in that area. You said you would teach me something if you took me on, So I would be glad to join your team!
Great to hear! What would you like to do?
I can teach you how to:
- scene edit
- computer model
- and or texture
rimmervis wrote:
ya skybox still given me issue
Okay this problem gets wierder, the thing that I thought was wrong is not.
I have replaced the new skybox in my mod with the native one. So it shouldn't crash now.
Fix:
http://www.megaupload.com/?d=FFA5NYUA
To install open up the resources folder in New Elgante and paste the fix in, selecting yes to overwrite.
If that doesn't work then I will remove the skyboxes entirely and upload that
exactinmidget92 wrote:
i read the first comment and is SP broken
No far from it, I would say singleplayer is more completed than multiplayer. That comment was made in the the very first version of this mod when it was only multiplayer.
comment last edited by Crossbow_Joe on Aug 26, 2011, 10:47:11 am
yokishimaru wrote:
This mod is awesome

Keep up the good work

Thanks, that's good to hear.
rimmervis wrote:
When ever i try and play it it says unable to open file Modules/New Elgante_0.70/textures/Skybox_sunset_1_sm.dds

You know your the second person who has given me this, but that was for the previous version. I think the problem is that it is looking for a "
Skybox_sunset_1_sm" when in fact it should be "
skybox_sunset_1_sm". Though I have no idea why it only affects some people
go into the textures folder and search "skybox" and locate the skybox sunset texture and rename it so that it starts with a capital S.
If that doesn't work then I can upload a quick fix for you
comment last edited by Crossbow_Joe on Aug 26, 2011, 01:02:10 am
Brilliant work, unfortunately they are not too applicable to my own mod. But I will keep these in mind should I see anybody else's module in which it is applicable to.
Vasili wrote:
Crossbow_Joe wrote:
Vasili wrote:
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
Yes certainly. I aim to have ship travelling and battles in later versions. It is one of my main goals
also whens the next version comeing out when i started playing and i joined rebels as mercenaries and went to heglum i think its called i tried to go into the castle/lords room and then it crashed D:
My god! I had forgotten all about that bug! (Its from the scene I never removed) I believe that has been there since early feburary. But no one has reported it and I have forgotten all about it. Thanks for reminding me, I will fix it ASAP
Vasili wrote:
it says buy a ship and then u say (i would not buy this it is a little buggy) does that mean you might fix it in a patch?
Yes certainly. I aim to have ship travelling and battles in later versions. It is one of my main goals
Bugginator wrote:
Crossbow_Joe wrote:
Bugginator wrote:
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
Through transparency effects yes, but it isn't easy. Native does not do it.
The only mod I can think of that does it well is 1866, but it still causes some problems here and there. Its never perfect, can you mention in particular which hats show off your lack of hair the most. Or is it all of them?
Well, i think it looks a little stupid with the elegante hats.

But overall its a nice mod.
Well another option is to actually model the hair in with the hat, however this creates the problem that it most likely will not conform to the style of hair you have chosen. Do you think this is a good idea?
Bugginator wrote:
Love it!! Im no expert on modding, but is it possible to keep the hair, when equiping a hat?
Through transparency effects yes, but it isn't easy. Native does not do it.
The only mod I can think of that does it well is 1866, but it still causes some problems here and there. Its never perfect, can you mention in particular which hats show off your lack of hair the most. Or is it all of them?
comment last edited by Crossbow_Joe on May 05, 2011, 10:20:49 am
Multiplayer
Galiphile wrote:
Ah hah! I updated and it works. Thanks so much; it's amazing.
Cool, have fun with it.
Just uploaded the new version and there is a fair few amount of stuff added. Here is the changelog:
New Features
- Added in Jinnai's customizable sparring matches
- Added in Captain Ardal who can transport you to selected coastal towns, his medic can heal you too. Thanks to Kolba for the script
- New Tavern Scene for Port Horizon, this means that Port Horizon is almost entirely converted when it comes to travelling about in it.
- A few new weapons for the Arlen Tribe
- Lumos's Outposts script implemented. This allows you to build outposts and forts on the map as well as enlist patrols to protect them. Working on the scenes currently. Almost all have been done
- Three new companions
- The world map has been changed
- New firearm on the market
-
Great new battle music by rejenorst and Utrehd
- Sea travel is in, sea battles not functioning correctly yet
- Tempered's Camp entrenchment script is in. Now you can feel safe when you camp for the night.

- Custom Battle
- Some of Brytenwaldas skins have been implemented, with permission of course
- "Realistic colours + taller grass" graphical pack has been added
- Added in Tabuka Island, a rather exclusive and interesting tropical island where some quests will revolve around.
- 50-60 New scene props (Some of them need changing)
- New ui images for the factions when a battle commences
- New Elgante swords, I did not like the old ones so I made new ones

- New weapons for the snake tribe
- New Rebel Armour has been added. This adds some much needed variety to the look of the rebels
- Factional Merchants
- Finally added Arlen Tribe to multiplayer
- New HD textures for the world map, also Improved buildings textures, sky-boxes and expanded horizons have all been added.
- Garrison-able Villages
- Several new multiplayer maps
- Ability to create your own vassal titles
- Changed the UI
comment last edited by Crossbow_Joe on Apr 18, 2011, 06:25:39 am
Galiphile wrote:
Uh oh, had a missing weapon mesh (weapons_meshes_e.brf) and had to revert. If it's easier you can send me the model files and I can figure out how to create the item myself. Sorry for being a pain.
Regards,
Gali.
What version of warband do you have? If it said that, then it would mean the module.ini I sent you would be referencing some files in commonres that you don't have, something I can only think would happen if you had an older version. I have 1.134
You can get the model files from the module I sent you, if you have openBRF you can open it up (in resources folder) right click on the object you want and "Export Static Mesh" if you wanted to see it in a modelling program.
Galiphile wrote:
The former would be fine. Thanks a lot for your help.
-Gali
Well
here it is, rename your native module to "backup" just in case, then extract this in to your modules. It is save game compatible, I replaced two native items with the two hat variants (one with a feather, one without) and just in case you can't find them in stores I gave them to companions Borcha and Marnid, so if you see them you can steal it off them. I set the hats abundance to 10X the normal amount, but that still doesn't mean they will be everywhere.
Post if you have some problems with it.
comment last edited by Crossbow_Joe on Apr 16, 2011, 09:40:41 pm
Galiphile wrote:
I guess it's really I have no idea how to find that specific file in a mod. If you could help me that would be outstanding.
And I have no intention of releasing any mods, I just want that hat for RP purposes. I play a more rogue/bard oriented character, and all the helms are just silly for that purpose.
Regards,
-Gali
Well there is two ways, I can either add that hat into a native module and send it to you, or I can show you how to do it?
I love that hat

That is from the eagle and the radiant cross mod, ask
D'Sparil for permission, if you are planning on releasing the mod that is. If you are not then you can use whatever you wish.
Galiphile wrote:
Hey,
Is there any way you can upload the resource files for your Musketeer Hat? I can figure out how to create my own items, I just have been unable to find models/textures for that style of hat anywhere on the interwebz.
Thanks in advance,
Galiphile.
Which hat in particular are you talking about? As I recall none of the hats in the current release were made by me, so if you say which one I can direct you to who made it.
If you are looking for hats in that area then I might have a few that I have made that will interest you, heres one that I have made for the next release.
Also there is a multiplayer event I hope to host coming up for this mod if anyone was interested. You can post here if you are, or on the forums.
You will find most of the information you need
here.
You will of course need
the module system,
openBRF and you might want to start out with
morghs warband tools. When you get the hang of using morghs you can configure it to use the module system. Look for tutorials
here.
Here is a bit of a progress report for now on the next version of New Elgante (Not uploaded yet):
Features
- Added in Jinnai's customizable sparring matches
- Added in Captain Ardal who can transport you to selected coastal towns, his medic can heal you too. Thanks to Kolba for the script
- New Tavern Scene for Port Horizon, this means that Port Horizon is almost entirely converted when it comes to travelling about in it.
- Added in Dusk Isle, not accessible till sea travel is implemented. It is a neutral town so it does not affect gameplay at the moment.
- A few new weapons for the Arlen Tribe
- Lumos's Outposts script implemented. This allows you to build outposts and forts on the map as well as enlist patrols to protect them. Most of the scenes are done, I think two are missing
- Three new companions
- The world map has been changed slightly
- New firearm on the market
-
Great new battle music by rejenorst and Utrehd
- Sea travel is in, sea battles not functioning correctly yet
- Tempered's Camp entrenchment script is in. Now you can feel safe when you camp for the night.

- Custom Battle
- Some of Brytenwaldas skins have been implemented, with permission of course
- "Realistic colours + taller grass" graphical pack has been added
- Added in Tabuka Island, a rather exclusive and interesting tropical island where some quests will revolve around.
- 50-60 New scene props (Some of them need changing)
- New ui images for the factions when a battle commences
- New Elgante swords, I did not like the old ones so I made new ones

- New weapons for the snake tribe
- New Rebel Armour has been added. This adds some much needed variety to the look of the rebels
- Factional Merchants
- New Lundic and Arlen weapons
Bug Fixes
- Moved Saren off the river
- Removed Buggy Tribal Chest Plate
- Fixed a few models that had not been optimized
- Moved Coastal Raiders spawn point, they spawned in the sea
comment last edited by Crossbow_Joe on Mar 23, 2011, 03:51:12 am
Quote:
love the character crossbow joe in the game
Quote:
the only thing is i am a king, and when i try to recruit a lord, even if he says he will be safer with us and likes my court better, he won't join my kingdom
Thats a native problem, if and when I implement Diplomacy it may fix that.
wrc wrote:
When can we expect a new patch?

A few weeks from now (a month at the very most) there are
a lot of new features already in, with some more (fairly big) ones planned.
wson wrote:
When i have downloaded the mod it sas that i can open it it is wierd plz help it wont work and i really want to
play this mod it looks so mtf awesome

i have tried it 3 times and it always sas the same thing i cant open the file and
i am using winrar but still it wont do it. srry 4 my bad english

Did you use winrar to extract it?
fameblue wrote:
Crossbow_Joe wrote:
FinXynL wrote:
Have to say, this is FUN mod!

Comments like this really help to keep me motivated

Thanks
fameblue wrote:
this mod woill not appear in my modules bar

but it is extracted and in my mount and blade warband modules folder. help???

Hmmm, that is quite puzzling. How many mods do you have in your mod folder? I doubt it is that but mods cap at 40, but it cuts the last alphabetically off first. So I doubt you would have so many for it to cut an 'N' away.
Else delete the folder you have in the modules and try extracting to it again. If it still does not work then have a look what is inside the folder and compare with native to make sure it has all the same folders and .txt. If it is missing something such as "resource" folder then it may not have completely downloaded. If thats the case download again and see if it works.
Hopefully one of those solutions works for you
thx i will try this

after i tryed this, i noticed that new elgante didn't install a commonres folder. is that normal???

other than this problem, bet this would be a great mod

when i redownloaded it worked

Thats great news

Also realistic colours and taller grass is now implemented for the next patch (Its like polished landscapes)
comment last edited by Crossbow_Joe on Feb 21, 2011, 02:51:54 am
FinXynL wrote:
Have to say, this is FUN mod!

Comments like this really help to keep me motivated

Thanks
fameblue wrote:
this mod woill not appear in my modules bar

but it is extracted and in my mount and blade warband modules folder. help???

Hmmm, that is quite puzzling. How many mods do you have in your mod folder? I doubt it is that but mods cap at 40, but it cuts the last alphabetically off first. So I doubt you would have so many for it to cut an 'N' away.
Else delete the folder you have in the modules and try extracting to it again. If it still does not work then have a look what is inside the folder and compare with native to make sure it has all the same folders and .txt. If it is missing something such as "resource" folder then it may not have completely downloaded. If thats the case download again and see if it works.
Hopefully one of those solutions works for you
comment last edited by Crossbow_Joe on Feb 20, 2011, 04:25:38 am
I need to make scene props before I can try making a scene for mountaintop. But I will get on it, a storm up the mountains would certainly be epic.
If you walk around the streets of Port Horizon or Hamgild they are both new scenes. At the moment a lot of the focus is going on to the scenes. I have recruited two other people to make scenes so it will go a lot faster too
comment last edited by Crossbow_Joe on Feb 14, 2011, 04:35:32 am
Save it in
C:\Program Files\Mount&Blade Warband\Modules
Or if you have steam
C:\Program Files\Steam\SteamApps\common\mountblade warband\Modules
The features already implemented for the next patch keep building up, I have the outposts script, entrenchment, customizable sparring matches, new companions, new scenes, new music (really cool pieces by renejorst) and of course more items.
But as fast as I am working it seems the more stuff to do piles up, I'll get through them though.
I eventually hope to have lots of islands around that can all be accessed, at the moment it is just the mainland to get something to work off.
Anything that you think can be improved just comment here and I'll read through it, most likely it is something that I will try and implement.
Thanks for feedback, its what keeps me (and most modders) motivated
wrc wrote:
Very nice mod,map is great,more firearms would be great
I have added in a new firearm for the next patch and I am thinking of adding in more. But I don't want them to be too prevalent, though the player can use them as much as he/she wants

Also some powerful hand cannons that are only accessible through completion of quests are on the agenda
Well Im very sorry to hear that, but seeing as I have only worked on it for a month I would not start jumping to the conclusion that my mod is never going to be good. Polished landscapes is not in because I don't have permisssion it is the planned features, and it is a beta release meaning it is not finished. I release it to get feedback. My next patch will have loads of new features even sea battles are almost in, once in the map will be expanded to accompany more islands. A storyline is planned as well.
But I am confused by most of your critiques, what do you mean by the enemy is too weak? If you are talking about tribesmen then they are stronger than the looters in native. Coastal raiders are the harder ones.
Sorry you did not like the new selection, but I am afraid after a month of it I do not think I can add in a whole bunch of new items. All mods start off with only a few, with ~500 native items it is not easy to make that many so that they can be seen around stores.
Once again I am sorry to hear that you disliked it but everything you have listed as bad I am either improving or planning to. So I hope that you can try it out again in the future and see if your opinion changes.
Well I hope it works and that you like it

Also I am doing a bit of work for the next version.
So far I have implemented Jinnai's Customizable Sparring matches. I have added in more scenes and a new character who can sail you to a selected port.
But best if all I am adding in Ship Travel and Battles!

So I have been using Mirathei's code and so far I have added the feature for the player to be able to buy a ship and travel around. So I am hoping the rest goes smoothly as well.
Winrar/Winzip zips files and is used to unzip. If you have winzip or a program like it then once you have donwloaded the file you the right click it and select "extract to..." and browse to your modules folder. Once it is extracted to modules you can play the mod
comment last edited by Crossbow_Joe on Feb 07, 2011, 12:07:28 am
wson wrote:
is this mod 4 singel player ?? i want it to be singel player

It is for singleplayer, but what you need to do is uncompress the mod. It is compressed to save space. Get a program like winzip and then extract it to your modules
I'm glad you like it. Pirates is something I have considered, but if they go in they will be early pirates. 16th century at most so no pistols, but most of the other equipment your thinking of will probably go in. Don't expect them in the first release though except for coastal raiders that will look a fair bit like pirates. If you want you can wear pirate equipment

, maybe even a pirate companion.
comment last edited by Crossbow_Joe on Jan 26, 2011, 12:48:26 am
I have some great news, I have gotten thorgrims map editor to work!!!!!!!!!!!!!!!!
Currently I am editing it on a blank module for original mount and blade but I already have a very rough layout of the map

Thats all within an hours work and being the first time I have used it I think its pretty good. If anyone has any tips or suggestion about thorgrims editor then I would love to hear it.
So now this mod is being done in singleplayer as well!

Port Horizon is about 90-95% done but entirely playable, also I have overwritten the scene for praven with it, and edited it with entry points, passages to tavern etc. So the singleplayer aspect is already underway
The Lundmen tribe is now being started on, already got a few models down and troops fleshed out for them in multiplayer.
Interesting map, it looks like it would fit the 1866 mod fairly well. I'm downloading it now to check it out. Thanks for this
Yes there is a fair bit of info there on the troop types, as for the single player part. It is quite possible that it will happen I really need a world map though. But if enough people want singleplayer then I may just go ahead and do it with or without a new world map
Does Thorgrims map editor work well for you? Are there any alternate (more stable) methods?
Also
this mod would probably use your map. I think they already have one but last I heard they said it was rough. You might save them a lot of time
comment last edited by Crossbow_Joe on Nov 24, 2010, 06:44:15 am
By the way it is saved as multi_scene_1 so it will overwrite the Ruins map
I don't have skype or MSN

. I could make one but my internet is going slow for the next few days. We could communicate through PM on the forums for the time being, or steam if you had that
I really wanted to make AI mesh because I am fairly adept at it. But editing directly in 1866 was too instable for me and would crash. I suppose if I ported it out I could make AI meshes for the next release, if you wanted. Though some of the maps will take a very long time...
Oh cool thanks

I downloaded this and tested it and when I saw bots I thought oh good I won't have to put them in. But then I realised they were the exact same. Thanks for clarifying anyway. And thanks for making it compatible I was always sick of joining it through native, you brought back the player base again!
comment last edited by Crossbow_Joe on Oct 31, 2010, 04:07:32 am
I'm confused as to why the bots in this are the exact same as the ones I made in the bot patch

Did you install it before making this and forget about it?
I loved this music! Why did they get rid of it? Gracias
Quote:
2) thats a problem i already noticed in Native, but here's my solution:
select the command interface (backspace), click all troop types on the field, and you have your everyone commands back
sorry but it isn't impossible to pick everyone you just press 0
This is pretty fun

Good work