Ode to Europa Barbarorum - Version 1.1 Released (Compatible only with Field of Glory: Empires Version 1.3.4)

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Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New TT Mod Units' Textures Preview - page 2)

Post by Bercor »

Paul59 wrote: Thu Aug 29, 2019 11:06 amHopefully, I will be posting links to the new version of the TT Mod sometime today.

I will try to quickly produce a Global Mod version of the TT Mod for Empires modders to work with, along with some brief instructions on how to use it with a modded version of Empires. I am a bit concerned that many players will think this will just magically work with the standard version of Empires, and will start complaining when their games start crashing to desktop! So there will have to be a lot of warnings in big red font!
That would be great, Paul! Thank you for your generosity.
Paul59
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New TT Mod Units' Textures Preview - page 2)

Post by Paul59 »

Hi Bercor,

I have now posted the link to the TT Mod Global in the FOG2 Modding forum:

https://www.slitherine.com/forum/viewto ... 03#p803003


cheers


Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

FOGII TT Mod Creator

Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New TT Mod Units' Textures Preview - page 2)

Post by Bercor »

The visual overhaul progresses slowly but steadily.

Here's a small preview of the new Diadochi/Hellenic textures:
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Once again, all credit goes to Paul59 and his TT Mod.
Paul59
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Paul59 »

Hi Bercor,

The Spartan Pikeman in your screenshot has an issue with it's Normal and Spec textures. The ones in the mod look fine in FOG2, are you using those, or did you make your own for some reason?

cheers

Paul
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

FOGII TT Mod Creator

Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Bercor »

Hi Paul!

I used the vanilla Normal and Spec textures in every phalanx/pikemen model because otherwise (using TT's files) their shields would look too angular and with ragged edges, instead of round, as they should. For that reason, you see those "decorations" in the Spartan Pikemen shield, which I personally think that look fine.

This issue doesn't happen in FoG2, but for some reason is quite visible in FoG Empires..
Paul59
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Paul59 »

Bercor wrote: Tue Sep 10, 2019 10:46 am Hi Paul!

I used the vanilla Normal and Spec textures in every phalanx/pikemen model because otherwise (using TT's files) their shields would look too angular and with ragged edges, instead of round, as they should. For that reason, you see those "decorations" in the Spartan Pikemen shield, which I personally think that look fine.

This issue doesn't happen in FoG2, but for some reason is quite visible in FoG Empires..
How bizarre, but not unusual. The games textures seem to have many weird foibles.

The one that really confuses me is the "long banner' problem with modded banners. I have worked out a solution by trial and error, but why it actually happens does not make any sense at all!
Field of Glory II Scenario Designer - Age of Belisarius, Rise of Persia, Wolves at the Gate and Swifter than Eagles.

Field of Glory II Medieval Scenario Designer.

FOGII TT Mod Creator

Warhammer 40,000: Sanctus Reach Tournament Scenario Designer.
Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Bercor »

Paul59 wrote: Tue Sep 10, 2019 11:52 am
How bizarre, but not unusual. The games textures seem to have many weird foibles.

The one that really confuses me is the "long banner' problem with modded banners. I have worked out a solution by trial and error, but why it actually happens does not make any sense at all!
Very true. The engine has a few peculiarities I still struggle to understand.
Boutar
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Boutar »

Hello

Really looking forward your mod. Will you in your mod add some flavor regarding banner on the map?

One of the thing who can put you deep in the game is to see your army holding the standard of your nation and not something with a random color.
Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Bercor »

Boutar wrote: Sat Sep 14, 2019 12:48 pm Hello

Really looking forward your mod. Will you in your mod add some flavor regarding banner on the map?

One of the thing who can put you deep in the game is to see your army holding the standard of your nation and not something with a random color.
That is something I intend to work on a later stage, yeah.
Bercor
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Re: [MOD] Ode to Europa Barbarorum - Version 0.1 Released (New Diadochi/Hellenic Units Preview - page 3)

Post by Bercor »

Preview of the Roman/Italic units:

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Credits: Paul59/TT Mod and Pdguru's FOG II Roman mod
FrenchDude
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by FrenchDude »

Looking very nice :D
SGZ
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by SGZ »

Looks Great. Are you looking for any assistance w modding. I've been tinkering about and made my own small mod but would be interested in contributing to this superior endeavour.
Bercor
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by Bercor »

Hi SGZ!

The project has been on hold for a while but is certainly not dead and any help is appreciated.
gaius21
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by gaius21 »

hey, is it possible to make your work compatible with the latest version of the game?
Bercor
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by Bercor »

Hi all,

Just to let you know that this mod is not dead and I fully intend to release a 1.0 version with a complete visual overhaul for almost every unit in game.

Meanwhile, here's a small preview of some of the nomadic nations' units:
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Cheers!
nikossaiz
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by nikossaiz »

cool project!!

the units name length when exported to fog2 wouldnt be a UI nightmer?

into what unit are these exported into fog2?
Bercor
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by Bercor »

nikossaiz wrote: Sat Dec 19, 2020 11:53 am cool project!!

the units name length when exported to fog2 wouldnt be a UI nightmer?

into what unit are these exported into fog2?
Hi!

I'm not currently working on the unit conversion into FoG2, as ideally I would like to make this mod compatible with French Dude's Table Top Mod.

Right now I'm only focused on releasing a 1.0 version which will overhaul the look of pretty much all units in-game (as well as some minor additions / changes for the change of realism and historicity).

Cheers!
pvpp303
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by pvpp303 »

Looking great!
Bercor
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by Bercor »

Preview of some of the new Arabian and Persian units:

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Finally finished the culture shared units. Just need to rework the national and provincial and I'll release version 1.0.
Bercor
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Re: [MOD] Ode to Europa Barbarorum (Roman/Italic Units Preview - page 3)

Post by Bercor »

Hey Guys!

Version 1.0 has finally been released. Download link on the 2nd post of the thread.

Cheers!
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