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Stan`

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Posts posted by Stan`

  1. To me I think things can be more macro in behavior. In Delenda Est I have started process of making "grove" or "forest" obejcts for trees. So, around 20-30 trees in one clump is 1 object. That way there are fewer object on the map. Can still have straggler trees of course, which my mod does. So say there is a grove, and you task a battalion of 24 men (like in my screenshot), the max gatherers can be 24 or 48, so each grove can support 1-2 battalion of gatherers. If there are not enough slots (max is reached) then the extra soldiers can stand guard at the ready. Similar to farms, if you task a battalion to a farm the men will march there and spread out to as many farms as there are open slots. Extra soldiers in the battalion stand guard at the ready for raiders.

    How do you gather wood ?

  2. So I started rigging the new units mesh, but as you can see on the screenshot, it's not really covincing.

    The two guys on the right are new units they are taller all the other unit except the fat one are the new units meshes, with the old armature, for some reason, it's not the same quality...

    post-12287-0-04691100-1443292215_thumb.p

    I made a process to convert new units or any meshes to old armature.

    Basically go to the new skeletons folder, and import the dae you want in blender. Delete the Armature.

    Scale it to 0.895.

    Put the mesh inside the first conversion armature to make it pose like the old one. Then apply the modifier.

    Remove all vertex groups. (you can click on the arrow next to the list to delete all.)

    After that, drag the armature to the conversion armature, with automatic weights. This second armature is to make sure you don't add the props and the unused bones to the vertex groups, so the automatic weighting is more accurate.

    After that drag the mesh to the Bip01 armature. Make sure to remove all vertex linked to Pelvis and Bip01 then you can tweak a little with the weight paint tool, and the mesh is ready for export.

    RiggingScene1.7z

  3. Then I'm sorry my friend but it's not likely it's going to be fixed in a near future. For now this :

    This has been the case for alpha 18 too, if not even way more releases.

    The idea behind spear cavalry is (see unit stats), that it can attack only every 3.5 seconds. After one hit, it just waits. It's the same if you attack enemies.

    is the intended behaviour, and while it might look silly, that's how it works.

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