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Posts
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Joined
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Days Won
287
Everything posted by Lion.Kanzen
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in many cases was a ambush in other was the Weather.
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ask for be included into game credits.
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We don't look the art only for game(loading screens, Manu screen etc) we can release as conceptual art and promotional matters. Even 3D renders can be use to construct a atmosphere and rebirth the greats moments of history.
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in Middle East in these days are snowing? You can find images from Egypt and some unlucky camels.
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Both are very good but which fit best in the game?
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Tomales capturas
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Perfect, you are getting to feeling that make awsome on this project
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Este es el archivo más importante en lo visual. este te dice donde esta todo lo que queres cambiar visualmente. lo encontras en mods\public\art\actors\structures\celts
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yo empezaria desde aqui \mods\public\simulation\templates\structures
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You need change celts_prop_new.dds .dds for your file. And three textures in png. No se te olvide asegurarte de que tus archivos 3D son los mismos y tampoco se te olvide los props, los edificios están hechos en varias partes. Vas a tener que cambiar varios archivos Y que den ser .dae Están en meses los meses son las cosas 3D sin animación.(creo) esos son los otros a sustituir. como dije son los que se abren en blender.
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You need find art/actors/props/barrack_props_new you need use the new.
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con cual estas trabajando? which is of these?
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The second XD . Now this guy how's all ways he can take.
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fine.But may he need a form to give a bonus to units in forest, you think is possibly give aura to the trees to level up some stats?
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Of course but he can be potential modder.
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ok ya te lo busco. Deberías buscar un poco más en el trac, allí hay todo tipo de ayuda.Voy a buscarlo.
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Ok, vamos por partes, aquí ni lo sencillo es sencillo. Ya tenes los modelos de los germanos? O con suyas te referís al nombre del edificio? PD usa un párrafo para inglés y otro para español.
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Ya veo por q no te entiendo , que es remixar? Ok He is modding the game all is fine but he don't knows how change a building , but the AI don't support his mod, the units don't do anything, he have many celts building as template but the Ai I guess Aegis and Qbot don't execute a action. Podes subrir imágenes de como se ven podes hacer capturas de pantalla con F2, y ponerlos en un mapa normal. Obviamente sabemos que vas hacer un germánico por que necesitas un modelo en Blender. Blender no es tan difícil subí varios tutoriales básicos de como empezar a usarlo. También podes poner bilingüe el,post así te entiendo más yo y Sanderd17 y trata de mantener el orden. Las sugerencias de gameplay a al foro de ideas y las de modificaciones a este topic.
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we need learn this to regular players XD. I found this since Alpha 5.
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Ahora si te entiendo mejor. Ok This guy wants to know how the game( simulation) where is a unit , example if this unit is rounded for a forest, or if is into open field, basically. This in order to detect if this unit can be weak in forest and strong in a open field, like a Legion or phalanx and strong in forest like celts, Iberians and Germans . Pero que tiene que ver el título de "débil pero barato"?
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http://www.wildfiregames.com/forum/index.php?showtopic=17975 This post. You can me ask in Spanish what means this post.
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The highest percentage of war-themed games that are not wargames come from the video game industry. Most markedly real-time strategy games (such as StarCraft) deal with combat nearly exclusively, but the gameplay-enhancing conventions of the genre also destroy realism. For example, in actual combat, vehicle armor is generally a binary proposition. Either the round penetrates and the vehicle is knocked out, or it does not and the vehicle is unaffected. RTS games make a habit of giving a vehicle a "health bar" that generally allows it to survive even powerful single shots, but each hit reduces its health by some amount, allowing a high volume of rifle fire to knock out a well armored tank. Other notable genre conventions include the construction of buildings and vehicles within the timeframe of a battle (i.e., hours, if not less) and a lack of any command and control, supply, or morale systems. A major determinant of the complexity and size of a wargame is how realistic it is intended to be. Some games constitute a serious study of the subject at hand, whereas others are intended to be light entertainment. In general, a more serious study will have longer, more detailed rules, more complexity, and more record keeping. More casual games may only bear a passing resemblance to the subject, although many still try to encourage the same types of decision making as the player's historical counterparts, and thereby bring forth the "feel" of the conflict. Wargames tend to have a few fundamental problems. Notably, both player knowledge, and player action are much less limited than what would be available to the player's real-life counterparts. Some games have rules for command and control and fog of war, using various methods. While results vary, many of these mechanisms can be cumbersome and onerous in traditional games. The "edge of world problem" raises the issue of what to do at the artificial boundary of the physical edge of a board game, in contrast to real life where there is no "edge" and units off-board can have a tangible effect on a scenario. Computer wargames can more easily incorporate these features because the computer can conceal information from players and act as an impartial judge (even while playing one side). However, due to interface issues, these can still be found to be as frustrating to the player as traditional methods.
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happy new year to you , it's good work that you're doing. I test it in game sounds good.Pod rosa granary distinct as voices de foro.?
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try to send the link to Atemneses.