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niektb

WFG Retired
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Everything posted by niektb

  1. I wanted to discuss the needed buildings for the Vikings. At start the player begins with a longhouse rather than a CC, this building is able to train the basic viking swordsmen and female citizens. Also it functions as a dropsite for food and wood only. The Civic Center comes available during the second phase and is merged with the Fortress which building is called "Jarl's Hold". The Vikings have no stone walls and no stone defense tower, but stronger reinforced pallisades and a stronger outpost. I want to discuss the need for a barrack and a farmstead. Do we need them?
  2. What's left are the drekar, karvi and the knarr.
  3. Nice to see that you got the rowing animations working! My last wishes: - remove the dragon head from the prow (as communicated through IRC) - the center of the sail texture does not exactly tile (the stripe is smaller than the others) and maybe give the sail some curve to let it look like as if the wind blows (if possible) - the idle pos looks best if the rows are in the water I guess. - raise the bow and the stern somewhat (not much, only a little):
  4. LordGood, can you explain why it would be more beneficial to colonize for expansion? (I do not fully get that)
  5. I was talking about a drekar. Let's stick to a 7:1 ratio for the drekar, that is good. In the meanwhile we should think on how to differentiate the visuals for every ship.
  6. Well, I just wanted to know how large it was. You should be able to see the length and the width I suppose...
  7. Looks good! Just to make sure: which ship are you currently creating? (Since I'm not sure if these are the correct proportions for a drekar which the dragon head points to: 36m long and 3.5m wide) And the rowing stations should be planks rathers than blocks:
  8. Copied fully or is it possible to extend it with just one line? (Makes difference when running multiple mods at once)
  9. I've updated the first post, looks way better now!
  10. As already said through IRC: Those shieldcolors do not match very well in most cases... (And you should bring in some transparancy in the shields for the players color) Edit: but it is certainly an improvement in comparison with the former!
  11. Whoops, I see I forgot to commit my latest changes, I've fixed the missing attack animation from the cavalry spearman and changed some stuff here and there.
  12. I noted that we lack a couple of anims too. The fishing ship lacks a proper one, the cavalry spearman doesn't have an attack anim. Also the fireship hasn't a projectile attachpoint. I temporarily disabled building wonders and blacksmiths. And I'm currently looking into the temple, the house and the storehouse.
  13. What kind of? (A list from what?)
  14. Good, I tested RotE through, fixed a couple of things already but there are a few things left that needs discussion: 1. There are no blacksmith and wonder buildings. Fortress and temple actors are from the romans. => temporarily disabled the blacksmith and wonder 2. there is no female template for training them at houses: ERROR: Failed to load entity template 'units/chin_support_female_citizen_house' => Fixed. 3. the temple and the storehouse never get completed when building them. Might have something to do with these errors: ERROR: Script message handler OnGlobalOwnershipChanged failedERROR: Error in timer on entity 152, IID 80, function TimerHandler: TypeError: template is undefined ProductionQueue.prototype.CalculateEntitiesList/upgradeTemplate@simulation/components/ProductionQueue.js:111 ProductionQueue.prototype.CalculateEntitiesList@simulation/components/ProductionQueue.js:125 ProductionQueue.prototype.OnOwnershipChanged@simulation/components/ProductionQueue.js:477 Foundation.prototype.Build@simulation/components/Foundation.js:294 Builder.prototype.PerformBuilding@simulation/components/Builder.js:65 UnitFsmSpec.INDIVIDUAL.REPAIR.REPAIRING.Timer@simulation/components/UnitAI.js:2636 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:3741 Timer.prototype.OnUpdate@simulation/components/Timer.js:93We should carefuly check whether there are any differences between the Chinese storehouse/temple and other storehouses/temples. (I could recall similar problems occured in Aristeia) => Fixed. 4. The game is unable to find garrisonflags: ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/special/common/garrison_flag_chin.xml"ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/special/common/garrison_flag_chin.xml'ERROR: Failed to build prop model "props/special/common/garrison_flag_chin.xml" on actor "tower"That is true, there aren't any. => Fixed. These are the errors I could find so far but only the unfixed ones. Of course the mod isn't finished after this but this is required to get it playable. Later I'll post a couple of tasks for this stuff. Oh, and I haven't checked anything naval related.
  15. You hopefully did see the ones included in RotE?
  16. The Chi-Rho was the most common used symbol, I suggest using that. Greek Fire would be cool but no flaming javelins: This is greek fire. All research should now focus on part 1, that is best. (Maybe part 2 will be a mod for Empires Besieged?) I leave the civilization logo to Lion...
  17. Making building buildable is being done in a very similar way as making units recruitable. But instead of a production queue there is a builder tag: <Builder> <Entities datatype="tokens"> structures/athen_gymnasion structures/athen_theatron structures/athen_prytaneion structures/{civ}_wonder </Entities></Builder>(This example was taken from the athen spearman) And just copying from the Royal Stoa to normal Stoa should work, though I have to admit I never tried to let champion units build nor let non-training building train.
  18. It seems that skirmishes do not work either (same goes for Millennium A.D.) Does anyone has clues on that?
  19. Hephaestion, It is best to stick to two parts (First and second half of the Medieval Age) to not loose coherence with the other factions (Although there are currently only 2 WIP)
  20. niektb

    Map error!

    That's interesting, it apparently sees the selected civ as being undefined. (Likely the AI's civ)
  21. The idea from Millennium A.D. is that it is split up in 2 part just like the main game. Part 1 goes from the Fall of the Western Empire till the Founding of the Holy Roman Empire. So 476 AD till 962 AD. That is the timespan we're looking at right now.
  22. No buildings should convert units, the priest towers from Empire Earth were wáy to powerfull. And disable animal converting should be best.
  23. Maybe we should adjust the converting speed a little??? And let's modify the tech tree so only ptolemian buildings are used in stead of persian.
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