Jump to content

niektb

WFG Retired
  • Posts

    2.843
  • Joined

  • Last visited

  • Days Won

    67

Everything posted by niektb

  1. An updated list: Northern Germanic: - Vikings - Saxons Southern Germanic: - Franks - Lombards Romans: - Eastern Romans / Rhomaion Eastern Europe: - Slavs - Bulgars Middle East: - Abbasid Caliphate / Sassanids (Mega Mania, what are your thoughts on this?) - Umayyad Caliphate Steppe Nomads: - The Avar Khaganate (or Avars) Mesoamericans: - Mayans Far Eastern: - Asuka / Nara / Heian (Japan - Tang Dynasty (China) - Chalukya Dynasty (India)
  2. No, there isn't an option to adjust it in the game options yet. But a slider or so might be useful to implement.
  3. The A option is as it is currently working. Things like ramming might get in in the future.
  4. But I still have some remarks: The Lombards, Burgundians and Franks have extremely much in common. So much I wanted to remove the slightly lesser known: Lombards & Burgundians. Yamamoto falls beyond the timespan: The Chalukya Dynasty seems reasonable to me, I'll add it. What is the difference between Cumans and Avars? (=> in what way would they be distinguishable in the game?) Same goes for Bulgars and Slavs. The seljuq dynasty is founded in 1016. Also the crusades come in part 2, so the seljuqs should be in part 2 I think. @Hephaestion: this list is about part 1, not part II (Like you said in the roadmap)
  5. You can join meshes with Ctrl + J (?) if they are separate meshes. Unconnected geometry is no problem.
  6. But as I said there a brightness differences between the lower stones and the standing walls, with the obelisk is nothing wrong (except that it isn't really beautiful)
  7. Indeed. 3D modeling is certainly not a part of my skillset. But it is certainly an enhancement (the original was a complete mess)
  8. I tried to fix the temple UV's but I ran into another strange issue: https://www.dropbox.com/s/dfaafed81tln1uq/Screenshot%202014-05-20%2021.07.20.png Does anyone has clues on how to fix this? (that is the light differences, while these faces are mapped on the same part of the texture)
  9. When you have an already correct texture, all you have to do is unwrapping the UV's and locate these UV's at the correct place in the UV/Image Editor window. Finally export the model to .dae. Check the <selection only> and <include children> boxes and save.
  10. Renamed to Mesoamerican. You are right about the fact that these civs were certainly important but I want to keep the amount of civs really low (to make sure that part 2 will be started early enough)
  11. But maybe you could explore some differences with the 'part 1' Japanese (and thus in the meanwhile doing some research for part 1) as an upstart for us?
  12. Although I think the wooden pier could use some additional length, is it exactly what I'm looking for! It does perfectly match the style of the longhouse and I really like it (and don't mind the perspective mistakes as long as the 3D modeler doesn't make them too )
  13. I'm in support for a 0.0.16.1 release (even though that is not really common in a alpha stage) There are several annoying bugs that have sneaked in and renders the gameplay to a mess.
  14. Nice work so far! (The Tang Dynasty was already on my wishlist: http://www.wildfiregames.com/forum/index.php?showtopic=17862&p=291551) Now that the first gunpowder units start to appear we need to think how they would behave.
  15. May I question the accuracy of the unused files? I see meshes come along which are certainly being used.
  16. I indeed think they'd (the japanese you are describing) are best for part 2, but in the mean time they of course can being developed, acting as a single mod that will be merged with part 2 once that is started. The Japanese that would fit (in part 1) better are from an earlier sort.
  17. I tested some more and I can confirm that the temples and the houses need a UV remap. Also I discovered we lack some unit portaits and the following: Missing prop points: ERROR: Failed to find matching prop point called "fire" in model "art/meshes/structural/egypt_blacksmith.dae" for actor "blacksmith" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_large_temple.dae" for actor "large_temple" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_temple.dae" for actor "temple" => FixedERROR: Failed to find matching prop point called "garrisoned" in model "art/meshes/structural/egypt_barracks.dae" for actor "barracks" => FixedMissing files: ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/egypt_infantry_javalinist_b.xml" => FixedERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/units/egypt_infantry_swordsman_2"ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/technologies/structures/temple.png"
  18. I've narrowed it down a little further. Post Processing only causes an error if in local.cfg postproc is set to false. If it is set to true at start of the game switching postproc goes fine.
  19. I created a ticket for it: http://trac.wildfiregames.com/ticket/2561
  20. After trying it myself I can confirm this problem. (With SVN) With post proc disabled, start the game and enable it during a match causes the screen to black out, wth the error: ERROR: CRenderer::EndFrame: GL errors occurredSmoothLOS causes the game to crash too. This is in Win 7 Professional, GTS450, latest NVidia.
  21. Current list reads this: But I want to make some changes to it: Germanic tribes: - Vikings - Saxons - Franks Romans: - Eastern Romans / Rhomaion Middle East: - Arabs - Sassanids Steppe Nomads: - The Avar Khaganate (or Avars) Mesoamericans: - Mayans Far Eastern: - Japanese - Tang Dynasty Does anyone mis factions that are really necessary to implement and that are different enough?
  22. What map are you playing? (Maybe a specific post processing shader causes the issue) Also did you run it using the latest graphics drivers?
  23. Indeed. During the so called Viking Age they were pagan and that is the timeframe we're talking about.
  24. I was thinking of changing the current civilization choice by removing some german tribes and allowing some more 'exotic' civs. Japanese would surely be a candidate for part 1 but, of course, with a different timespan. An appropriate timespan would be from the Asuka Period till the Heian Period. (From 538 A.D. till 1185 A.D.)
  25. My thoughts: Interesting read so far but I fear that a certain amount falls out the timespan, taking into account that Millennium A.D. part 1 runs from 476 A.D. till 968 A.D. (although this timespan isn't too strict) Lot of what I read dates from later times (some clues taken from AOE3 I see) like those different religions. Also I am not sure if the favor resource works very well (for the AI mainly)(depending on the role it takes). Lastly bridges are currently not supported, but that is likely to change in the future.
×
×
  • Create New...