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  #1  
Old September 25th, 2008, 03:12 PM

JaghataiKhan JaghataiKhan is offline
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Default Turan - Children of the She-Wolf(Status: Nothing right now)

Hey guys... I am starting on reading the modding manual. If I mod a nation into the game, will it be included in the original version if it is good enough? I want this nation to be played worldwide!

It might look a bit close to Sarmatia though, both tribes have similar lifestyles, but this will feature no hydras, but for monsters it will include werewolves, recruitable and summonable wolves, sacred berserker dire wolf cavalry with AP bite instead of hoof(deviation from fact) and sacred Skinshifters with twin falchions instead of Midgard's 2H.

I am thinking of Manas as a cavalry hero with only 20 leadership but with luck and speed (he is said to ride faster than an arrow in a legend despite wearing a large scale mail hauberk and a bronze barded horse). And Tonyukuk(changeable though) a walking 3 astral general with huge leadership and seer ability.

Ow... the mod thing seems difficult but I think I can pull it off. A fresh start always looks ominous though.

A Question first. How do I start a file for a mod? I have zero knowledge of coding. Is it OK if I copy the vanilla mod and edit a new nation within? If so, how do I do that, which one is the file? Didn't figure out from the manual and it is time for me to go and leave the laptop.

Last edited by JaghataiKhan; September 25th, 2008 at 03:42 PM..
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  #2  
Old September 25th, 2008, 03:57 PM

JaghataiKhan JaghataiKhan is offline
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

Starting basic info, time's up, more tomorrow.
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Old September 25th, 2008, 04:38 PM

Aezeal Aezeal is offline
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

start with a dominions 3000 nation one about necrons I'd say since that is what you suggested (and I had already though about necrons)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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Old September 25th, 2008, 04:42 PM

JaghataiKhan JaghataiKhan is offline
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

I'm off to sleep, tomorrow I'll start writing starting info about Turan. Then we'll think of a LA Ermor. I think just retrofitting Legionairres with gauss guns and covering them with a larger armor ought to do it. After all, all an undead needs to resist is the re-entry heat.
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Old September 25th, 2008, 04:45 PM

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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

Quote:
If I mod a nation into the game, will it be included in the original version if it is good enough? I want this nation to be played worldwide!
Well if it's of amazing quality and both KO and JK love it, I guess there's a very slim chance.

Quote:
sacred berserker dire wolf cavalry with AP bite instead of hoof(deviation from fact)
Yeah I was just going to say, historically dire wolf cavalry never had AP bites.

Quote:
A Question first. How do I start a file for a mod? I have zero knowledge of coding. Is it OK if I copy the vanilla mod and edit a new nation within? If so, how do I do that, which one is the file? Didn't figure out from the manual and it is time for me to go and leave the laptop.
You make a text file and rename it to .dm

They are just text files. Or you can base your mod on the .dm file of a downloaded mod, or the one that comes with the game.
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  #6  
Old September 25th, 2008, 06:07 PM
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

Pretty much any mod's going to be played worldwide, once it's finished. We're a very international crowd. And we already have mod nations of amazing quality, and they work just like the vanilla ones do (although the vanilla ones occasionally have traits and abilities that modders don't have access to, yet) and they're free to download. So no reason to include them in the vanilla version.

And while I myself made AP bite animals, I'd like to point out that I did so for hyenas and their relatives-which have jaws which are famous for being able to bite through steel. I didn't give the same ability to lions, or even huge dragons (although I might for one, in the future), because it wasn't specific to the theme. So do what you like, but I'd advise caution about giving a unit too many special powers, without good reason.

Balance is the *****-queen that all us modders must ultimately bow to, if our mods are to be taken seriously.
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Old September 26th, 2008, 12:51 PM

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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

I am writing basic descriptions, and starting to flesh out the stats. IF anyone has the time, add me on MSN (theblasphemy[yaddayadda]hotmai) and help me out in balancing. If it is balanced, this may go even into vanilla mod!

Wish me luck. This looks it is going to take huge time.
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Old September 26th, 2008, 03:45 PM

JaghataiKhan JaghataiKhan is offline
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

A fresh start for a description. I am borrowing the sprites of the Hellfire Mod for now.
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  #9  
Old September 26th, 2008, 06:18 PM
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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

It sounds good to me, JaghataiKhan.
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Old September 27th, 2008, 05:27 AM

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Default Re: Turan - Children of the She-Wolf(Status: Nothing right now)

Next step. I am mimicking the command lines in Hellfire mod, as I don't want to develop everything from scratch, I have a crapload of schoolwork and internment to do. I am adding new units with the newunit line and fleshing out the description, hit points and all the other stats. I am thinking of adding new weapon: "Bone recurve bow" with extra damage(12 instead of 10) and longer range but -1 precision and an extra resource point(too much craftsmanship to make the bow, and it will be mostly used by Akinjis to unload quivers into large unit formations, not a hunting and sniping tool.(composite or short bow might be put for that)

Quote:
A recurve bow has tips that curve away from the archer when the bow is unstrung. By one technical definition, the difference between recurve and other bows is that the string touches sections of the limbs of recurve bows when the bow is strung. A recurve bow stores more energy than an equivalent straight-limbed bow, potentially giving a greater amount of cast to the arrow. A recurve will permit a shorter bow than the simple bow for a given arrow energy and this form was often preferred by archers in environments where long weapons could be cumbersome, such as in brush and forest terrain, or while on horseback. By contrast, the traditional straight longbow tends to "stack"—that is, the required draw force increases more rapidly per unit of draw length as the string is drawn back.
Recurved limbs also put greater strain on the materials used to make the bow, and they may make more noise with the shot. Extreme recurve may make the bow unstable when being strung. An unstrung recurve bow can have a confusing shape and many Native American weapons, when separated from their original owners and cultures, were incorrectly strung backwards and destroyed when attempts were made to shoot them. [1]
[edit]Historical and current use
Recurve bows made out of composite materials were used by, among other groups, the Scythians, Hyksos, Magyars, Huns, Turks, Mongols, and Chinese. The recurve bow spread to Egypt, much of the rest of Asia, and the Middle East countries in the second millennium BC. Presumably Greek and Phoenician influence would have introduced the recurve form to the rest of the Mediterranean region. The standard weapon of Roman imperial archers was a composite recurve, and the stiffening laths used to form the actual recurved ends have been found on Roman sites throughout the Empire, as far north as Bar Hill on the Antonine Wall in Scotland.[2] During the Middle Ages composite recurve bows were used in the drier European countries; the all-wooden straight longbow was the normal form in wetter areas. Recurved bows depicted in the British Isles (see illustrations in "The Great War Bow")[3] may have been composite weapons, or wooden bows with ends recurved by heat and force, or simply artistic licence. Many North American bows were recurved, especially West Coast bows. Recurve bows went out of widespread use with the availability of effective firearms. Self bows, composite bows, and laminated bows using the recurve form are still made and used by amateur and professional bowyers.
If I can do it, I will reduce the recurve bow's prec by one, and by additional 2 and 3 anf far less damage during a rain or storm. This will allow anti-Turanic players an advantage if they can make a rain or storm (I am not well experienced about late game spells, I didn't get to play much)

Last edited by JaghataiKhan; September 27th, 2008 at 05:34 AM..
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