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Tyrannosaurus

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Everything posted by Tyrannosaurus

  1. I think the Gaia-controlled barbarian units in the pack's Gaia RMS could vary depending on biome. They could be Gallic on temperate maps, Blemmye or Bedouin on desert maps, Noba on savanna maps, etc.
  2. Thanks for your feedback. I think the Noba are just about done now. Version 1 is now attached to the OP (replacing version 0.5).
  3. A couple of playtests:
  4. Version 1 of the mod is attached to this OP below: playable_noba.zip
  5. The Noba now have a fortress! I've decided that this will be where they train the warrior queen hero and the tame lions instead of the temple. Also, the Noba warrior queen has an upgraded form with her riding an elephant (its war paint patterns are different from the others).
  6. Well, I did want her to have a certain sex appeal. Anyway, the Noba now have their own battle standard (it's a design I made up, but inspired by Nuba face-painting).
  7. I've implemented a promotion system for all Noba infantry units. Basic infantry will have simpler shield designs and no body paint, advanced infantry will put on body paint, and elite infantry will have feathers in their hair as well as more elaborate shield designs. I also changed the javelineers' shields to a rounded animal-hide design to make them stand out from the other infantry units.
  8. Next up is the Noba's hero unit, a fearsome javelin-throwing warrior queen! Oh, and I also created a trainable tame lion unit for the Noba. You can train both the warrior queen and the lion at the Noba temple.
  9. And then we have the Noba stone tower! My goal has become to make the Noba a more or less playable faction in Delenda Est.
  10. Now the Noba have a dock and fishing boat! The warships their dock can train are all captured Kushite vessels.
  11. And to round out the Noba roster a little bit more, here's some Noba spearmen.
  12. Added some war paint to the elephant, but I have yet to figure out how to make it the player color (it is supposed to be blue here). UPDATE: Figured it out at last.
  13. I'll be sharing some casual modding work of mine for Delenda Est in this thread. I'll start with a Noba war elephant unit I made for fun.I I might create a new texture for the elephant so that it has war paint matching the player's color later.
  14. Mod is now complete and ready for download (it has been attached to the OP)!
  15. I think there could be more large stone deposits. Stone can be hard to locate after I've exhausted the initial supply close to my starting base.
  16. Gorgeous map! I just finished playing a session on it.
  17. OK, I figured out the problem. I needed to add a couple of files (unit_elephant_african and unit_elephant_indian) to the simulation/data/technologies folder and edit them to suit my mod.
  18. Thanks, but I tried copying it over into my mod's simulation/templates/mixins folder and it doesn't seem to have any effect on the elephants' stats.
  19. I don't see it in the folder for some reason.
  20. OK, I figured out a way to change the African war elephants' stats. It involved creating new templates in the simulation/templates folder that the African elephant units' templates would all refer to. However, I would still like to be able to edit the "AfricanElephant" class mentioned in their template files: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_champion_elephant_melee"> <Identity> <Civ>cart</Civ> <GenericName>North African War Elephant</GenericName> <SpecificName>Pil MalḼamit</SpecificName> <Classes datatype="tokens">AfricanElephant</Classes> <Icon>units/cart_champion_elephant.png</Icon> </Identity> <VisualActor> <Actor>units/carthaginians/elephantry_c_m.xml</Actor> </VisualActor> </Entity>
  21. This mod I'm working on changes all African war elephant units to bush elephants instead of the default forest elephants. Carthaginian, Kushite, and Ptolemaic elephant stables will also hold bush elephants. I also wanted to change the elephant units' stats so that the African war elephants would have a stronger attack but also a higher cost than the Asian ones, but I have not figured out how to do that yet. The reason I made this mod is, honestly, because I feel the whole notion of Carthaginians and other ancient North Africans riding forest elephants (or some extinct species of diminutive North African elephant) is an inaccurate "brain bug". It seems to be based on Polybius describing Ptolemaic elephants at the Battle of Raphia as being smaller than the Seleucids' Indian elephants, but when you look at the elephant population living where the Ptolemies (and presumably the Kushites too) obtained their elephants, they appear to have been the larger bush elephants. It's possible that Polybius had simply fallen for a stereotype that everything grew bigger in India due to the humid climate and therefore assumed that Indian elephants would be larger than African ones. Besides, forest elephants are adapted to the humid rainforests of Central Africa, not the North African deserts or scrubland. Bush elephants are better suited to drier conditions, and some do in fact inhabit deserts in Mali and Namibia. Article of interest: Proving Polybius wrong about elephants The screenshot below compares the modded African war elephants to one of the wild forest elephants. bigger_african_war_elephants.zip
  22. The "Advanced Citizen Archer Infantry" tech remains grayed out for the Kushites even after I have enough resources and advance to the City stage. I think there might be a bug there.
  23. Some of the units in Delenda Est (e.g. male citizens) that aren't in the base game. I want them to have the same "reskinned" look as the other units in the affected civs (for personal reasons, I won't get into detail as to how I've reskinned them here).
  24. Can I use some files from your mod in a couple of my own? They're both reskin mods, and I want them to be compatible with your mod.
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