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Hello folks, I have something you've been all waiting for.

I admit this mod took way longer than I anticipated, and that's because it took so much design and coding effort to actually make it interesting and meaningful instead of just adding a faction with different looking swords.

So right about now the mod is on the final stretch and should be released shortly. We also have many new additions to the roadmap, big ones too, so I can't wait to talk to you about those!

Now, lets take a look at all the stuff Classical faction mod has to offer.

So yeah, that's about it. Quite a big mod with lots of cool, early game content. You can unite the republics too, and guess what: You know those pesky senators? Once you become the emperor, you don't need them anymore. You can slay all of them and you will maintain the benefits of every single one of them.

Obligatory: I am the senate.

Thank you all very much, let me know what you think, and how you've been keeping this year so far!

Comments

Anonymous

Love it! One thing I'd love to see in a lower-tech mod/scenario is a low-tech version of the mending table from VFE:Ancients. Maybe the low-tech version only repairs things up to 75%?

Anonymous

My god, this is amazing

Anonymous

On the centurion armor, it says it adds a new “formation” ability, what exactly does that do? Looking forward to the release!

Anonymous

As the emperor, the goodwill with the republics will be locked at 100 —— does it mean that I can feel free to kill every visitor and caravan from the republic without penalty?

Anonymous

Can you establish new cities?

oskarpotocki

Not quite, but you can make outposts! And if you unite the entire Republic, they all turn into your faction!

Anonymous

Are pawns of the classical faction going to have their unique backstories? Or they are also using the vanilla tribal ones, like "this senator is a shaman", "that centurion is a stew keeper"

oskarpotocki

At this time it is impossible to inject custom backstories into the game. This is because Tynan has paid DLC that allows you to add a backstory - if any mod could do it, there wouldn't be a point in the DLC. I am not saying there aren't any mods that allow it - in fact Humanoid Alien Races framework allows it, but it's very complex code that we have no time to explore ourselves yet. I also don't want to make a whole other framework a required mod just for backstories.

Anonymous

I'm anxious to see this mod and the Turian mod released! Any idea when it will be?

oskarpotocki

Of course, when finished! We don't release mods before they're finished, and when they are finished we don't hold them hostage :P Which means, when it's done, it's done. We're not doing deadlines or any pressure.

Anonymous

I saw you have used [RF] Editable Backstories and Names framework before in the medieval expansion. The Humanoid Alien Framework uses about the same thing, just a few keywords are different....... I know it's up to you after all.

oskarpotocki

Let’s just say there is a reason I said ‘at this time we’re not doing it’ :)

Anonymous

Also, it depends on what you're implementing with them. Race mods are pretty easy (as long as you can get proper art) it's also the tech and whatever extra addons are coming with the mod. Which I think is gangs, right? So factions, possibly with new mechanics. EDIT: I'm also making the prediction that the Senate function premiering in VFE Classic is going to be the prototype they base the gangs on.

Anonymous

With Trading Expanded can you have a bank in your colony?

Anonymous

Jerky comes from the Incan word for dried meat.

Anonymous

Question, is the inclusion of outposts an additive thing? As in, the standalone will still exist but the same code will also be enabled in part by this mod? Are they being merged? Or is that simply a suggestion for use?