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[OpenRa] Medieval Totalconversion
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CombinE
Vehicle Driver


Joined: 21 Jan 2017

PostPosted: Fri Feb 10, 2017 6:56 pm    Post subject:  [OpenRa] Medieval Totalconversion
Subject description: Mod for OpenRa
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Hello,

I released the first final version of my medieval total conversion of Tiberian Dawn in OpenRa and want to share it with you.
The Mod basicly translates the whole game into the Medieval times.

I am a little bit limited with modding in oramaps, so its not perfect.



Ling to the Map


I attached some footage and a overview chart about the Units.
The Cheatsheet: the blue framed units got a changed ingame role to thier originall counterparts.


The work on the project continues and its a stady balance work in progress.

Planned for the future is some special terrain to fit the medieval time.


If you want to see more, feel free t join us at OpenRa Tiberian Dawn!
Greetings

CombinE



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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Fri Feb 10, 2017 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cool idea over all.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sat Feb 11, 2017 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

This is awesome. Though the Ore Refinery should definitely be changed to Forge.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Feb 11, 2017 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Very interesting. Do you need a forum for your project? If you are interested, PM me the name and description of the main forum and all subforums.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sat Feb 11, 2017 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also why not add a griffon raider instead of that transport ?

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Sun Feb 12, 2017 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

And the dwarf named Harvester should be better named as a Miner, this seems more appropriate.

On that note, will you be having Orcs, Dwarves and Elves too? In no way thinking of Warcraft but instead thinking of something along the lines of Battle for Wesnoth, or would it be more about different human kings trying to topple each other with their armies?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 12, 2017 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Some other things... after playing AoE recently... Laughing

Wooden Wall to Palisade

Ore Refinery to Forge

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun Feb 12, 2017 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh, no petard. Sad

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CombinE
Vehicle Driver


Joined: 21 Jan 2017

PostPosted: Sun Feb 12, 2017 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Some other things... after playing AoE recently... Laughing

Wooden Wall to Palisade

Ore Refinery to Forge


Palisade, good idea

not sure about the Forge, its more like a Smelter tho


Mortecha wrote:
And the dwarf named Harvester should be better named as a Miner, this seems more appropriate.

On that note, will you be having Orcs, Dwarves and Elves too? In no way thinking of Warcraft but instead thinking of something along the lines of Battle for Wesnoth, or would it be more about different human kings trying to topple each other with their armies?


I dont want to go so deep into fantasy and mystic, i think 1 mage and 1 dragon is enough Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 12, 2017 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

interesting mod
shape, details and animations of the units and buildings look nice.
Though the lighting on them is very bad imo:
-sun in northwest puts the player visible side into shadow. Thus they lack nice reflections and result in quite plain colored areas which reduce visual depth
-infantry are very plain colored, like almost no lighting at all and only a very few colors used (like less than 8 colors for an entire unit without any gradients due to lighting/shadows)
-overall it looks like the new assets use a 16 colors palette only, like those super old EGA display games

How do you made the buildings and units? Blender, 3ds max?


Instead of using fantasy things like a mage, you could also use real flame based weaponry. Like pitch and sulfur throwing catapults, or "greek fire" based flamethrower.

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CombinE
Vehicle Driver


Joined: 21 Jan 2017

PostPosted: Wed Feb 22, 2017 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

UPDATE:

Overview:

- all shp files got updated
- bugfixes (a lot)
- balancing issues (keeping on)
- new units
- new buildings (tech and faction)
- new and more Superpowers
- new maps


All shp files got updated:

made them all a bit brighter, they now matching the TD style better and the teamcolor is easier to see. (see screenshot)

New units:

- Strange Aircraft (Davinci Thopter) optainable by Superpower, very strong Aircraft
- Fire Mage replaces Nod Archer
- Battering Ram for nod wich can attack only Buildings
- Bandits (strong and fast) can be aquired by capturing a Bandit Camp
- Death dealer sneaks in Enemy Bases and silently killing units inside. Can be aquired by capturing a Hospital

New buildings:

- Cannontower replaces Guntower
- Bandit Camp (capturable)

New Superpowers:

- Firestorm Arrows replaces GDI Corpse Power
- Strange Aircraft to the battlefield (GDI)
- Trojan/ Wooden Horse (Nod)  sneaks into enemy bases and realeses tons of Infantry
- Death Dealer to the battlefield (capturable)

New Maps:

1v1 Map: 2 Camps

3v3 Map: Castlegrounds

5c5 Map: Copper Steppes



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