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Showing content with the highest reputation on 2013-01-22 in all areas

  1. Slowing down RTS games is my calling in life. There WILL be a popular RTS game with matches that take over 2 hours. There WILL!
    1 point
  2. That's what I've been saying. Spahbod, as far as I understand, is saying wall towers shouldn't be able to auto-shoot at all. I would be perfectly okay with not having them auto-shoot until a tech is researched (a revamped "Night's Watch" would work).But, IMHO, walls aren't just there to create "choke points." They're also usable to defend your entire "base" which is supposed to represent a (fortified) city. A city of the Hellenistic Age, an age where the sophistication of city fortifications grew by leaps and bounds. In fact, I would love to give the Hellenistic, Roman, and Carthaginian wall towers an extra upgrade that has them firing scorpion bolts. Assaulting a fortified location should be an extremely dangerous, bloody affair.
    1 point
  3. Hi, You need a material with "parallax" on the name (parallax is almost the same as normal map). The current material you are using (player_trans_spec) uses transparency as playercolor and then a specular map (for shiny parts). The error is probably because 1.- The material is expecting a specular map. 2.- The normal texture you are trying to use is probably not "understand" by the material. Check this post, it has some things about the materials and textures explained: http://www.wildfireg...120#entry260821
    1 point
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