

#IMPERIAL GLORY 2 TRAILER MODS#
I' m speaking about gameplay mods, visual mods (i.e for user interface), unit stats mods (especially for ships) and tech tree mods -> i could edit them for the proper Grand Campaign time frame.Some Space Wolves eventually surrender, unable to contain the ferocity of the Wolf Within during the heat of battle.
#IMPERIAL GLORY 2 TRAILER MOD#
I will try to make a small mod to test them in my ETW and i will reattach them as a mod *.pack -> inside a rar archive.īy the way you could implement some of my mods into your future mod (i will make them compatible with ETW 1.6 of course).
#IMPERIAL GLORY 2 TRAILER HOW TO#
I know how to replace the default loading screens with the new ones. The loading screen image resolution should be 1920 x 1200 (more than i.e my actually ETW resolution - 1280 x 1024.). The loading screen should be both in *.dds and *.tga format (so i.e 1.dds + 1.tga). You could add those loading screens into your WIP thread as a file attachment inside one of your posts!

Present here a future list of changes for this future mod and we could start doing real modding.Ībout the mod compatibility: it should be compatible with the newest ETW version and with all major TWCenter mods (like Darthmod,etc).īefore using 3rd party mods, we will need to ask for permission and of course give credits for the mod author. Then the region ownership at the start of your modded Grand Campaign (easy but require some work).Ībout modding the technology tree: i could help you with this a lot (i could try to even create a new technology - i saw a tutorial somewhere.). It is very important to set the starting armies, scholars, fleets, etc in the startpos.esf in a proper way.

If you want to edit the user interface (panels,toolbars, etc) stick close to ui.pack located in your data folder.

I will try to help you in making new units (but this will require some modeling skill). I could help you in modding unit stats (easy but takes lot of time). I don't know how to add a NEW government type -> only to change it to another (there is a tutorial for that if you want it). Next step will be the starting diplomacy for the factions (their alliances, etc). So present your faction list (playable and not) and we could discuss their government type. We could replace existing default faction, but not create a completely new one (mapping is very hard). I could even try to retexture or create a new flag (i' m not an graphic artist, but i will do my best). I will need to know your future mod time frame in the Grand Campaign mode.Ĭhanging the starting and closing year of the Grand Campaign mode is very easy (i could tell you how to do this or i could do this myself).įor creating new or editing existing flags i must know how many faction there will be available in your mod (playable and not). I will be away for a while (Church + fuel for my car, etc). Note: 1.5 build "xxxx" is 1.6 version -> i have only the basic 1.5. Important: Mod Manager 1.5 is needed to enable any mod pack.įirst and most important question: what would you like to modify first and what ETW version do you have? Related to many tables like units_tables, units_land_stats, etc (Pack File Manager 1.13 + editing unit models, etc). Related to startpos.esf, models.pack, etc (ESF Editor + graphic editor + Pack File Manager 1.13).Īd3. Related to startpos.esf (ESF editor needed).Īd2. This mod will possibly feature the followingģ.) A set of new units for various factions.
