Not dead, it's more like comatose and on life supportWämö said:Is this project dead?
I do still want to finish the mod, and have been doing some work here and there when I have the time. The support here on the forum, while limited, has been very enthusiastic so I'm hoping to get a version ready for you guys to test before the end of the year. Part of the problem is that I started too many things at once (map design, events, techs, new improvements) and they are currently all half-finished, so I will need to tie up some loose ends before I have a playable demo to post. Things have also been hectic at work and I'm getting ready to move so my time for modding has been very limited lately. Late December and early January things will settle down some and I hope to have more time for the project.
I'm currently working on rewriting the advances_discovery and advances_spread files, which is taking a lot of time for coding and testing. Here are the new tech trees I have so far:
Elvish weapons-focused on light cav, archers, horse archers
Dwarven weapons -heavy inf, pikemen
Orc weapons -light inf, heavy inf
armor trees for all three races -improved armors as well as shield techs which give morale bonuses for infantry
Humans don't have any unique weapons or armor, but if they are on good terms with the dwarves or elves they can learn lower level advances from them.
Elvish medicine -these advances give morale bonuses and improve chances of recovery from wounds/illness (combat wounds are much more common than in vanilla CK), also allow you to build a House of Healing which fights disease and heals characters in the province. These also help educate characters with a specialization in healing.
Alchemy -orcs and some human cultures have access to these advances, which allow things like poison arrows and poison blades (increase shock attack value), improved siege weapons, and improved healing
Orc siege weapons - more damaging siege engines only for the evil guys
Servants of Morgoth - trolls, werewolves, dragons...allow Morgoth to spread harmful province effects to enemy provinces. Trolls allow larger siege weapons and special unit types (one province has troll culture, and while the size of armies that can be raised there is very small, the units have HUGE attack/defense ratings)