Gregor8356 275 #2051 Posted June 23, 2015 (edited) well is the mod HD? I find it interesting to see, the unit are HD, details of the Musket rifle is awesome. can you incorporate the HD textures to our mod 1 Grayback? the musketeer unit and the Samurai. and the black color too can you add that rather than replacing existing colors. the effects of Critical Strike is also awesome, can you add that to the mod too. later I'll give you a list of what units we can replace with your HD textures. but one thing is certain on the list. MUsketeer and Samurai most of the units are the ones used in the cutscenes right? the mod is overwhelming. it reminds me of Cnc Generals Boss Generals where all units of every-faction exist in one faction. Shinja is a little overpowered. instead of training the nightvol directly from the keep, can we change that Ronin > Keep > BG that automatically turns him to Nightvol when he dies. same price of rice and water. overall its very awesome, I can use this when having a rematch with my friend. he will be overwhelmed. the maps, I will tend to see it later, I'll update you about it. Thanks to the honest answer but after instal you have new background logo and buildings texture and new BG descriptions ? yes but ronin will train a bg or allready have Bg? also can be every Ronin affter death turns into Nightvol without a bg but i am not sure if he lose hes death swords maps updated: http://forums.gamingterritory.com/topic/33568-fortes-2bre/#entry269405 http://forums.gamingterritory.com/topic/33569-fortecs-4bre/#entry269404 Yes this is HD mod Edited June 23, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2052 Posted June 24, 2015 (edited) Yes there is new BG descriptions and backgrounds. Add some HD to our mod 1 grayback. Especially the musketeer and samurai. Keep however keep brawler, berserker, grayback and longtooth their default models. Is it posible to add a new color, i wish to have a color black and white. Well the Ronin turning into a nightvol is BG. They will train at the keep to get the BG. With the BG equiped, When they die, the automatically turn or 'mutate' into the nightvol. In order words, the ronin will be trained to get the BG Named this BG: Advance Mutation. description of the BG: injected with most advance alchemy, dark arts and Horde biology, this Ronin will mutate into the Nightvol upon death. Edited June 24, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2053 Posted June 24, 2015 Yes there is new BG descriptions and backgrounds. Add some HD to our mod 1 grayback. Especially the musketeer and samurai. Keep however keep brawler, berserker, grayback and longtooth their default models. Is it posible to add a new color, i wish to have a color black and white. Well the Ronin turning into a nightvol is BG. They will train at the keep to get the BG. With the BG equiped, When they die, the automatically turn or 'mutate' into the nightvol. In order words, the ronin will be trained to get the BG Named this BG: Advance Mutation. description of the BG: injected with most advance alchemy, dark arts and Horde biology, this Ronin will mutate into the Nightvol upon death. So : change to HD will change all unit an some of the need corretions Keep cant train BG only building dedicated to that so maybe in thief guild and about the descripion need to be modifcated more then Battle Ralms.dat the folder named Text go to interface main directory in game the mod FILE: http://www.2shared.com/file/MEsY90Uo/THE_MOD.html Quote Share this post Link to post Share on other sites
Commander Cody 0 #2054 Posted June 24, 2015 (edited) okay, can you bring back the color blue, replace light blue with black. Blue is one of my favorite colors. the Brawler's model and the Berserker, the seem don't have showing off their shale armor. is it possible to put them back to normal model, just the two of them? the rest is OKAY i think. I test every clan and unit later on. the Ronin works like a charm! haha! can you suggest a available menacing voice that can match the nightvol. we know that he doesn't have an actual game voice, can we add a closest one. like the one in the video you posted earlier. also can we add a small regeneration part on the Nightvol. its no fast regeneration and like most units, will only fill to 80% of his health new idea! Shock mines! is it possible to add a stun effect on the mines deployed by cannoneers. they explode and deal damage at the same time, inflict stun for 5 seconds. Edited June 24, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2055 Posted June 24, 2015 Hi I was test mine's works well, I got also some Ideas If they gonna be working will be great but now I am searching of something to make it happen About HD mode concerns to all units and some of them need corections those what you mentioned are HD without shale armor texture only can have in low detail mode Quote Share this post Link to post Share on other sites
Commander Cody 0 #2056 Posted June 25, 2015 I see then, that makes sense, so the shale armor unit doesn't have an HD texture so they show no armor even if they are equiped? What are your ideas? Might be interesting i suppose? Quote Share this post Link to post Share on other sites
Gregor8356 275 #2057 Posted June 25, 2015 (edited) I see then, that makes sense, so the shale armor unit doesn't have an HD texture so they show no armor even if they are equiped? What are your ideas? Might be interesting i suppose? yeh exactly that the Nightvol sound like in story mode but this need confert all files and test and then I am not sure if that works so I think I stay with the voice from my video Edited June 25, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2058 Posted June 25, 2015 yeah maybe add that voice too in my mod along with the Shock Mines i posted before. don't forget the blue color, replace the light blue with black and return the blue color. can you change the BG of the Nightvol? I want him to summon 2 hordlings at the expense of his whole mana. also add a minor and slow regeration to him. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2059 Posted June 25, 2015 (edited) ok til now ready http://www.2shared.com/file/HpjOBnmw/Battle_Realms.html witout Bg of Nightvol So how the bg should work? max hordlings 2 to create a hordling all mana is that right? slower regenaration of mana ? I think I change to lawarock from hurler to Nightvol missile attack check it and let me know if is ok Edited June 25, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2060 Posted June 26, 2015 yes summon two hordlings at the expense of mana. and revert back the normal Nightvol missile attack. its much more better. since it pass through targets is it possible to change the price of the nightvol BG? rice 700 and water 500. can you also add this? Peasant > Metal Shop > Kenji 1 without hat and sword. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2061 Posted June 26, 2015 (edited) is it possible to change the price of the nightvol BG? rice 700 and water 500. regularly not but only in some cases yes summon two hordlings at the expense of mana. this need a new bg colors was reverted light blue naw black add minor part of regeneratin health + to not full up 75% add BG Hordling use full stamina ( 2 max ) misssle attack reverted to soultreser add watre 500 and rice 700price to ronin BG Nightvol after death and add trainig from metal shop pesant to kenji yung THE MOD FILE: http://www.2shared.com/file/mNL7Shr6/Battle_Realms.html Edited June 26, 2015 by Gregor8356 1 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2062 Posted June 27, 2015 (edited) okay, this time it works like charm. now in the new update, Musketeer stats: Default attack: Gunshot - 29, Melee - 9 with Vital Points Technique Upgrade : Gunshot 31, Melee - 10, Attack Range increase by 5% Rename Vital Points Technique to Advance Marksmanship Training. Description: Increase Musketeer Gunshot and Melee damage and Attack Range. Change the Icon of the Advance Mutation BG to similar with the Taro's Hedious Hex. just the icon only. Remake the Description of the Mines to: Title: Shock Mines Description: Deploy a specialized proximity landmine that can stun and deals area explosive damage on nearby enemies. Only 5 mines can be carry at a time with Maximum of 30. just so you know, My friend challenged me again this coming monday, and I want to see this update soon, I will have to practice this exercise and will face him in one of your maps, FORTECA. The Nightvol can summon up to 3 Hordlings now. Thank you by the way cheers! Edited June 27, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2063 Posted June 27, 2015 (edited) okay, this time it works like charm. now in the new update, Musketeer stats: Default attack: Gunshot - 29, Melee - 9 with Vital Points Technique Upgrade : Gunshot 31, Melee - 10, Attack Range increase by 5% Rename Vital Points Technique to Advance Marksmanship Training. Description: Increase Musketeer Gunshot and Melee damage and Attack Range. Change the Icon of the Advance Mutation BG to similar with the Taro's Hedious Hex. just the icon only. Remake the Description of the Mines to: Title: Shock Mines Description: Deploy a specialized proximity landmine that can stun and deals area explosive damage on nearby enemies. Only 5 mines can be carry at a time with Maximum of 30. just so you know, My friend challenged me again this coming monday, and I want to see this update soon, I will have to practice this exercise and will face him in one of your maps, FORTECA. The Nightvol can summon up to 3 Hordlings now. Thank you by the way cheers! By the way how do you like it Nightvol sound I have play grayback1 mod and make test with faster peasent generation I have copy do you want to try? till now with faster peasent generatin ithink It can be a challenge The mod: http://www.2shared.com/file/P_HMO1Bz/Battle_Realms.html I am wonder how your friend win with you what technique he use? Change the Icon of the Advance Mutation BG to similar with the Taro's Hedious Hex. just the icon only. I think the icon I use the same like taro with Vital Points Technique Upgrade : Gunshot 31, Melee - 10, Attack Range increase by 5% Here is funny way you think you can set this tree settings to one technik usually one setting is used to one technique and I am not sure this can be apply to one technique and this need tests vittall points I have this value 1,32 to increase so what next should be? so I choose 1,4 and this concerns to gunfire only I coluld try add range but my unit did not have nothing to do with your request so it will work for sure will be different range I can get sample from archer Arrow Craftsmanship the value of range have 1,3 I left as is nice win : description text folder goes to interface main game directory it should be repalced THE MOD FILE: http://www.2shared.com/file/gp-CSyzk/Mod_Grayback1.html give me feedback and check: after upgrade of vitall points (Advanced Marksmanship Training.) range of musketeers gunshot and damage the description of mine I suppose it might be too long Edited June 27, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2064 Posted June 28, 2015 (edited) So add only gunshot damage then, increase the range and the melee damage by default so the stat should go like this: Normal stats: Gunshot damage - 29 Melee - 10 Range - increase by 5% With vital points Gunshot damage - 31 Rename the Vital Shots technique to Advance Marksmanship Musketeer gunshots can damage Samurais with Dragon skin BG. The voice of the nightvol is awesome. Its very close to the original nightvol. Its perfect. The icon only of the nightvol BG. Can you add a description for the hordeling BG? Description: summon a hordeling to support the nightvol. Max of three. Add also a mecenacing voice too but a little smaller. Its up to you which voice My friend use simple and effective tactics. Suprisingly, i use dragon tactics, honorable use front line attacks while he uses serpent ones, using few numbers and commando tactics. The irony is i was serpent and he was dragon. Edited June 28, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2065 Posted June 28, 2015 So add only gunshot damage then, increase the range and the melee damage by default so the stat should go like this: Normal stats: Gunshot damage - 29 Melee - 10 Range - increase by 5% With vital points Gunshot damage - 31 Rename the Vital Shots technique to Advance Marksmanship Musketeer gunshots can damage Samurais with Dragon skin BG. The voice of the nightvol is awesome. Its very close to the original nightvol. Its perfect. The icon only of the nightvol BG. Can you add a description for the hordeling BG? Description: summon a hordeling to support the nightvol. Max of three. Add also a mecenacing voice too but a little smaller. Its up to you which voice My friend use simple and effective tactics. Suprisingly, i use dragon tactics, honorable use front line attacks while he uses serpent ones, using few numbers and commando tactics. The irony is i was serpent and he was dragon. did you try the mod did you check changes:? With vital points Gunshot damage - 31 here is like I said 1,4 now Musketeer gunshots can damage Samurais with Dragon skin BG. ok The icon only of the nightvol BG. what's wrong with the Nightvol BG My friend use simple and effective tactics. Suprisingly, i use dragon tactics, honorable use front line attacks while he uses serpent ones, using few numbers and commando tactics. The irony is i was serpent and he was dragon. did you try big army with canoneers its realy great So add only gunshot damage then, increase the range and the melee damage by default so the stat should go like this: Normal stats: Gunshot damage - 29 Melee - 10 Range - increase by 5% range concerrns to : Gunshot and Melee or I left to vital points technique Quote Share this post Link to post Share on other sites
Commander Cody 0 #2066 Posted June 28, 2015 i did and you know what? forget the another stat change from the musketeer. he already overpowered in large numbers. though the melee is a concern probably just set it to 10. that's it no more, no less. though the gunshot damage set to 31 with Vital points is approved! i try to mass large numbers but he's too fast for it. i tried artillery but still to fast to hit. now im practicing my speed to set up defenses quickly then make artillery cannoneers. there's nothing wrong with the Nightvol BG. what i'm concern is that icon of the ROnin's BG when he turns into a nightvol. ADVANCE MUTATION BG. the icon of that BG should be similar to that of Taro's Hex BG. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2067 Posted June 28, 2015 (edited) The BG of ronin transorm to Nightvol is taro icon You win with your friend The mod : http://www.2shared.com/file/8OTv6N39/Mod_Grayback1.html chnges vital points technique : increase 1,4 gun shot was 1,32 normaly here add range 1,3 of gun shot descriptions dragon skin updatet to can be hit Ronin Bg icon updated sound of hordling updated Edited June 28, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Gregor8356 275 #2068 Posted July 1, 2015 i did and you know what? forget the another stat change from the musketeer. he already overpowered in large numbers. though the melee is a concern probably just set it to 10. that's it no more, no less. though the gunshot damage set to 31 with Vital points is approved! i try to mass large numbers but he's too fast for it. i tried artillery but still to fast to hit. now im practicing my speed to set up defenses quickly then make artillery cannoneers. there's nothing wrong with the Nightvol BG. what i'm concern is that icon of the ROnin's BG when he turns into a nightvol. ADVANCE MUTATION BG. the icon of that BG should be similar to that of Taro's Hex BG. Hi everything ok I didn't change stats of musketeer gunshot Quote Share this post Link to post Share on other sites
Commander Cody 0 #2069 Posted July 1, 2015 (edited) ok i got a question: Is it possible to spawn two MUsketeers in the Alchemist hut when a musketeer is trained? just the Musketeer only. ronin or cannoneer coming out of the hut will not spawn two musketeers. also is it possible to make an AI that doesn't do anything at all? I mean they just stand there never building anything of sort. What is the current stats of the musketeer? Heres what i want i wanna know Current defualt Gunshot damage Attack range With vital points: Gunshot damage Attack range With sniper scope default: Gun damage: Range: With sniper scope and vital points: Gunshot damage Range The reason why im asking this is that i noticed something lately. In flat field, it took a while to kill heavy units such as the sledger and the berserker. So i wanna know if there is a difference in attack damage. Edited July 1, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2070 Posted July 1, 2015 ok i got a question: Is it possible to spawn two MUsketeers in the Alchemist hut when a musketeer is trained? just the Musketeer only. ronin or cannoneer coming out of the hut will not spawn two musketeers. This is possible but make only when diffrent unit will create them e.g: peasent go to train to crosbowman and after training comes out crosbow + 2 musketeers also is it possible to make an AI that doesn't do anything at all? I mean they just stand there never building anything of sort. I have that kind of save but I not manage to do this Current defualt Gunshot damage Attack range With vital points: Gunshot damage Attack range With sniper scope default: Gun damage: Range: With sniper scope and vital points: Gunshot damage Range The reason why im asking this is that i noticed something lately. In flat field, it took a while to kill heavy units such as the sledger and the berserker. So i wanna know if there is a difference in attack damage. Current defualt Gunshot damage: 29 Attack range gunshot 3-13 wachtower 4-14 meele 0,5 With vital points: Gunshot damage only have theose values 1,4 Attack range 1,3 so to get precisely you have to do more tests With sniper scope default: Gun damage: 35 Range: 3 -20 wachtower 20 With sniper scope and vital points: here I think will be + together Quote Share this post Link to post Share on other sites
Commander Cody 0 #2071 Posted July 2, 2015 (edited) Ok then give me copy of our mod 1 about when units are trained in the alchemist hut, two musketeers will spawn there. I think rapid deployment will key. Do you have an ai that really does nothing. I want to practice without being interfered. So in our mod, when the musketeer is upgrade with vital points, they increase damage and range? With scope they will be more powerful? I tested that in high ground, musketeers are powerful even without scope, but in an open field i noticed that musketeers without scopes do little damage. A squad of them takes time to kill a sledger or a berseker, even a werewolf. So i was wondering if there is a significant difference in gunshot dAmage between musketeers without vital points and the ones with vitAl points. This is just the unscoped ones only. My friend and i will battle in an open field. So chances are well my troops will be mowed down if their damage is minimal. I want to keep casualties to a minimum. Especially if my friend will do a "the last samurai movie" attack. Speaking of which, what toye of damage and how strong is the samurai's death attack? I mean when they die, they inflict damage to enemies around them. Edited July 2, 2015 by Commander Cody Quote Share this post Link to post Share on other sites
Gregor8356 275 #2072 Posted July 2, 2015 (edited) Do you have an ai that really does nothing. I want to practice without being interfered. No but I can give you taht AI what have everything to 0 So in our mod, when the musketeer is upgrade with vital points, they increase damage and range? yes With scope they will be more powerful? yes regularly what I observed is that units are using technique + BG that making them stronger than rgular units and one of them have innate -(innate abilities) like samurai after death so that make them even stronger I tested that in high ground, musketeers are powerful even without scope, but in an open field i noticed that musketeers without scopes do little damage. A squad of them takes time to kill a sledger or a berseker, even a werewolf. So i was wondering if there is a significant difference in gunshot dAmage between musketeers without vital points and the ones with vitAl points. so what is the request : The hills are to your advance and with vital points they should have more damage and some range increased but I so in stats and think maybe its not important with sniperscope Musketeers are more likely to hit "the last samurai movie" attack. It's kind a final move ,,Finisher'' Speaking of which, what toye of damage and how strong is the samurai's death attack? I mean when they die, they inflict damage to enemies around them. this must be checked ok so : range 5 explosive damage 80 yang acquire 80 Edited July 2, 2015 by Gregor8356 Quote Share this post Link to post Share on other sites
Commander Cody 0 #2073 Posted July 3, 2015 The samurai's death damage is explosive type. The musketeers can resist this somehow. Can we add addtional resistance to explosive attack in the reinforced plating technique? The reinforced technique makes musketeers and ronins more resistant to blunt and piercing weapons right? So lets add cutting and explosive to it. Then add this to the defualt description: resistant to explosive, cutting, blunt and pirecing weapons. Quote Share this post Link to post Share on other sites
Gregor8356 275 #2074 Posted July 4, 2015 The samurai's death damage is explosive type. The musketeers can resist this somehow. Can we add addtional resistance to explosive attack in the reinforced plating technique? The reinforced technique makes musketeers and ronins more resistant to blunt and piercing weapons right? So lets add cutting and explosive to it. Then add this to the defualt description: resistant to explosive, cutting, blunt and pirecing weapons. ok add explosive 0,75 value add cutting 0,7 value THE MOD FILE: http://www.2shared.com/file/YkqzkD4r/Mod_Grayback1.html ok add explosive 0,75 value add cutting 0,7 value THE MOD FILE: http://www.2shared.com/file/YkqzkD4r/Mod_Grayback1.html It concerns to vital points and only can be 4 posibility in this case it's full explosive, cutting, blunt and pirecing weapons. like you said Quote Share this post Link to post Share on other sites
Commander Cody 0 #2075 Posted July 4, 2015 (edited) ok so this latest link that you gave me has a stronger gunshot damage with vital points technique? okay I tested it and it proved to be effective. Man the wolf attackers never manage to get close. okay maybe this will be rush update: increase the Musketeer reinforcement from 2 to 7. so every time a training is complete, seven free musketeers are deployed immediately. I need more troops to face a samurai or chemist onslaught my friend will throw at me.... Increase the capacity of smoke bombs to 6. everything else. all set and ready. Edited July 4, 2015 by Commander Cody Quote Share this post Link to post Share on other sites