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Showing content with the highest reputation on 2015-03-01 in all areas

  1. Basically, can use gaia objects that give grain gather bonus aura to "enemies" who are, you guess it, all the players. This works as advertise, but is a hack and is not as good as the real proposal in ticket I linked because you have to add them into each map where you want the farmland, where if the real proposal is added all the designer need to do is paint the texture. <?xml version="1.0" encoding="utf-8"?><Entity> <Auras> <Farmland> <Type>range</Type> <Radius>60</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>1.25</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +25% Food Gather Rate within 60 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras> <Footprint> <Square width="60" depth="60"/> <Height>9.0</Height> </Footprint> <Ownership/> <Position> <Altitude>0</Altitude> <Anchor>upright</Anchor> <Floating>true</Floating> <TurnRate>6.0</TurnRate> </Position> <Selectable> <EditorOnly/> <Overlay> <AlwaysVisible/> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <Actor>props/special/common/marker_object_char_a.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor></Entity>I do not like it as permanent solution, but it works very good for a hack and mod.
    1 point
  2. Pikemen seem extremely underpowered. No really, EXTREMELY under powered, i understand what their purpose is now (to be a wall of neverdying tanks) But they can't even do that very well. Not only can they not hold their own, they can't hold their own with tremendous numerical advantage versus something like.. Hoplites for example. And anyway, if you don't want to engage pikemen, because they're so darn slow, you can just go around them. Also, if you're going to have javelin infantry be extremely fast, They're going to be extremely efficient Resource gatherers. factions that don't have them (carthage, anyone?) will be extremely underfed. Maybe making women faster (if you want to keep the speed) Would help fix that? They generally should be / are what keeps your economy going anyway, having them do it better won't hurt nobody. Infact it might help me judge the balance of the infantry better.
    1 point
  3. Nvm I figured it out myself. Thanks for the help.
    1 point
  4. Well, of course official patches are preferrable. My point is, AoE2 HD doesn't do nearly enough to merit being an HD remake. AoE2 HD is more consistent with what the Stronghold and Crusader HD patches did than say Homeworld Remastered or the Anniversary editions of Halo and Halo 2, and Halo: The Master Chief Collection.
    1 point
  5. Factoid... The Forgotten uses art from the mod "Rome at War" made by Wildfire Studios back in 2001, later turned into Wildfire Games. I'm not sure if people can even still install this mod... http://wildfiregames.com/raw/
    1 point
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  7. Ah those are Maya shaders that the model wasn't using, thank you for pointing that out.Well I deleted those and exported... and the model now shows up in the Map Editor! Only problem is no texture is showing up. There's no error message: At least I'm one step closer.
    1 point
  8. I suppose I'll present my idea to those that are interested, perhaps I can get an idea if what I'd like to do is too much for the engine or not. Thank you very much, I'd like to try importing a practice model using Maya if possible. I'll probably contact you soon about it.
    1 point
  9. Oh goodness, I've never received so much feedback and help so quickly in any modding community! Congrats on being the most immediately friendly group of people I've run into. Seeing as all my questions seem to have been answered with some form of "yes," I think I will most definitely use this engine. I've looked through the template files and found the faction json files and everything looks pretty easy to mod compared to other engines I've used. My only question left is if there is a tutorial floating around on how to import my own models and animations into the engine. I'm not familiar with the .pmd format the meshes seem to use and I'm wondering if third party software is needed to export models in that format, or if it can be done with a more common program like Maya (my preference) or MS3D?
    1 point
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