Medieval Mod v01

Medieval Mod v01

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gunblob
Posts: 9
Joined: 27 May 2007, 09:21

Medieval Mod v01

Post by gunblob »

I'm making a mod set on medieval times.
http://www.unknown-files.net/3682/Medieval_01/

Main points of this mod are:
Units have energy upkeep.
Viewing kbots as infantry and tanks as cavalry.
Small number of unit types.

I'll add more points as this mod grows.

Currently using BA's models, so thx to BA and its ancestors :-)
But I will try to replace them with original contents gradually.

Update
Changelog:
Fixed Church, Siegeworkshop UrbanMilitia and Lancer's corpse metal.
Deleted some unused data. (thx Trademark for modit)
Last edited by gunblob on 20 Oct 2007, 08:35, edited 1 time in total.
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Mr.Frumious
Posts: 139
Joined: 06 Jul 2006, 17:47

Post by Mr.Frumious »

So what happens when you run out of energy?
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Nice idea, I'll try and get a game of this.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Remove those unused movement classes, they makes the game load longer for nothing.

http://modinfo.adune.nl/index.php?act=m ... edieval-01
gunblob
Posts: 9
Joined: 27 May 2007, 09:21

Post by gunblob »

Mr.Frumious wrote:So what happens when you run out of energy?
Mexes need moderate amount of energy so they will stall.
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