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Everything posted by Stan`
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That's rough
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What was it ?
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Did your GPU die ?
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@Alexandermb seems there was a little slip off with your commit. Can you fix it ?
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Ah Ricotz's helmets so many memories... Not all good sadly...
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I added duck (Anas platyrhynchos) to the Animal list -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Or trees ? Everyone like @LordGood's trees, yes ? -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
@Nescio I dug in the forums for it and it would seem they did believe Celts were the first to invent it. That's also why it's written in the design document. Now I agree that it would seem History tells a different story, so maybe it should be phased out. It's a shame though because it's a nice building. Having a selection process would be nice indeed, if we decide to go on the route of adding more factions. We are a lot of PR away from having any of the mod civilizations in this state though. -
I believed I figured it out. You need to specify the default for the javelinist else it will default to something you don't have
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Can you upload your civ.json ?
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Does that file exist Failed to load entity template 'units/acha_infantry_javelinist_b' ?
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I thought the rotary mill had a historical backup behind it ? Hence why only the celts have it. -
Thanks !
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
@Alexandermb Well... We are a game so balancing is a concern. Why do you think there are so many mods changing the balance to make the game more playable (alledgedly) if the game balance is good ? Civs are by nature unbalanced because of their different techs civ bonus unit accessibility, hero auras buildings, hero types unit types etc. -
@Alexandermb Can you fix (and commit) this in priority ?
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Are you still using A23b or SVN if the later then @vladislavbelov needs to be notified because his crash fix didn't work Yes. If you want transparency instead of player color you should use basic_trans.xml there is also basic_no_trans.xml iirc in case you don't want transparency. If you want to add a specifi color to the transparent areas you can use objectcolor.xml The rest of the materials are made to use special maps You're welcome keep on modding !
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
That's true. However this very thread emerged from a part II civilisation. Putting the assets together in a mod isn't hard. We could even have no template and let the mods provide those. This way the only maintenance work would be adding and cleaning assets. I have yet to find a solution to that. Hopefully I'm not the only one looking. -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I don't think we should add all the factions to the game no matter their timeframe. I do think though that Terra Magna's finished civilisations should be added to the game. Maybe even before A24. I recently changed my mind after discussing it with @Pyrophorus and in this thread. But at the end of the day it's not my decision to make but it's the team's. I believe @wraitii would be more for a simplification of faction with tech trees allowing to be more alike one or the other of the existing ones. For the other factions there are two big things IMHO. Part II civs should be in a mod called empires_besieged with the main game quality standards and conventions hosted by WFG and put on modio. With regular updates like other mods. (Empires ascendant should be the same imho) you download the game then choose what civs you want to play with. EDIT: My main concern would be balancing given the nonexistent work on it these days. -
Problem seems to be building while carrying resources.
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Look at the concerns raised on Phabricator I believe that's because you deleted groups between carry and the rest...
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Ah I thought you were done Interesting. Would be nice to have a special animation for @Freagarach zone attack would be also great to split reloading from the main animation but that requires some UnitAI changes maybe @wraitii knows where ? Or maybe just Attack.js not sure. Being able to specify the number of reloads would be nice for futuristic mods. In any case I believe we should finish with the reexport before adding any other animations to keep things okay. Some stuff should also be fixed like the units losing helmets and animations not working because of the recent changes...
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Remaining not renaming Which riders ?
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@Enrique any feedback ? @Alexandermb Would be to split unit animations from this. Maybe One commit for elephant animations. One commit for fixed unit animations matching those new elephants animations One commit for Elephant animation blend file One commit for Elephant animation armor variant. Then we will have to proceed for the remaining units and be done. What do you think ?
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
When was that ? I don't think I ever saw that I would totally love it though Well we still have the performance issue lol but yeah things have change. The increased dow load size might be though (over a certain size you have to have multiple files on windows IIRC) not to mention countries with pay per MB connection (we do have a lot of south america fans) I wish our only issue was adding civs though... -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I don't think the art department works like that It's more like "Heh look at this flower, it could be better, let's improve that" *Sad bear in the distance* Not really ? I mean the point of part II is to cover another era not to increase the number of civs of the previous one ?