-
Posts
335 -
Joined
-
Last visited
-
Days Won
10
Everything posted by Skhorn
-
It wouldn't harm if the palisades you made for the anglo fortress replace the current ones, if im not wrong we are using the same vanilla palisades.
-
[Project] Factions Most Representative City
Skhorn replied to Skhorn's topic in Scenario Design/Map making
Got it! -
[Project] Factions Most Representative City
Skhorn replied to Skhorn's topic in Scenario Design/Map making
If the required improvements are coded, why not? But for now, a totally no -
Como las que tienen los politicos latinoamericanos, asi. Pero mejor que haya variedad
-
[Project] Factions Most Representative City
Skhorn replied to Skhorn's topic in Scenario Design/Map making
I don't have a good argument against that, but main city or the most representative should've worked for any given faction too. In some of the articles i found on wikipedia, in a few of them i saw something like: The capital of "xxxxxx" kingdom/empire was "xxxxxx" So far i will update the post: Alesia and Bibracte for Gauls, thank you @Sundiata for those nice references. Kushites, Meroe or Napata. again, thank you. Thebans, thebes. Nice picture, is it possible to get more like this from thebes? Whenever i search in google it adds the Egypt Thebes and the Greek Thebes is mostly the ruins, even if i add the keyword: Reconstruction, its more related to the egypt Thebes. Guess i should make a poll, but i don't know if i'm allowed to do that -
-
Agreed with what @tlauick_19 said about the size of the tower, a little bit more bigger would be nice!
-
Hi, My plan is to Recreate the capital or the most representative city of each faction on the game including faction mods. I will try to be the most detailed as possible inspired in what Leroy30 was doing, even adding units so it does not seems like a ghost city, which reminds me, how can i turn off the units silhouettes on Atlas? Not meant to be playable. Unless someone take it and delete 90% of the props on the map. It will have every mod possible, each one adds more props! Whenever a map is finished i will create a new topic and linking it here, guess is better than overcrowd this topic. I expect to "ship it" with some history paragraphs. It will be the most accurate as possible even if i got to create unique/exotic buildings with a mix of buildings and terrain elevations. This is the plan i have for now: AngloSaxons Athenians Britons Carolingians Carthaginians Chinese Egyptians/Ptolemies Epirotes Gauls Iberians Indians/Mauryans Macedonians Norse Persians Romans Seleucids Spartans Thebans Zapotecs Kushites If anyone can help with references or suggesting me another city, i will be eternally grateful.
-
Terra Magna Infrastructure / Kushites Mod Integration
Skhorn replied to balduin's topic in Rise of the East
I like the first one, but if the background of the TM ring where more dirty, brown or like wood, as if it were a shield, IMO would be nicer -
Quote: It's nice, it may work in a city building gameplay, it adds more micromanagment, but i think it can be another way to play the game if included. Just one suggestion, could you make another foundation actor for the roads? Using the ones used for the palisades (2x2) seems to be quite wierd
-
Preguntas de modding y primeros pasos[Spanish]
Skhorn replied to Lion.Kanzen's topic in Game Modification
Es que en pdf se puede colgar en el trac, pero tambien el link se puede colocar y se coloca la seccion especifica y sale -
Preguntas de modding y primeros pasos[Spanish]
Skhorn replied to Lion.Kanzen's topic in Game Modification
Creo que te hubiera quedado mejor un pdf -
Perhapa the top could be more rounded
-
Desired gameplay(planned) features for A23
Skhorn replied to Lion.Kanzen's topic in Gameplay Discussion
En las proximas versiones que las formaciones no esten bug? Nueva formación tipo Concursare? No entiendo que quieres decir... -
It's somehow known, but test it on big maps or multiple equal buildings an see how it performs in that conditions. As for the realism, we only have what persisted through the ages, i guess we can fill some holes with imagination as long it does not surpass reality. IMHO
-
There is something missing, have you make one when the ship is sunk?
-
(1000) ===[TASK]=== ANIMATED FISHING SHIP AND FISHER===[COMMITED]
Skhorn replied to Alexandermb's topic in Art dev
Jajaja, demas que puso a las vacas a cargo de las ISP. The thing is there are more of your models that needs an own topic. e.g The battering ram with units inside, some buildings, even the axeman animation may i guess. -
Es porque lo que hace Justus con los principiates cambia bastante la jugabilidad y el código de la IA no soporta esos cambios, por eso es que no hacen mucho si los juega la máquina. En resumen, no es problema de tu computador.
-
One ticket per each, please Whenever you garrison a unit the attackers units appears all at once? Now that you are making the animations a lot of things may be done. Like, a ship cannot move if there is no unit garrisoned there, you garrison units and the boat start looking like the screenshots you posted, that would be more micromanagment if i'm not wrong, but it would be more realistic and pretty cool. It's just a wild idea, that could improve naval battles
-
===[TASK]=== Crowd Sourced - Thracians (Faction)
Skhorn replied to Cleo's topic in Game Modification
Just in the case if you wanted to make one for milleniumAd it's gorgeous -
===[TASK]=== Crowd Sourced - Thracians (Faction)
Skhorn replied to Cleo's topic in Game Modification
Nesebar https://en.wikipedia.org/wiki/Nesebar http://www.panacomp.net/valley-of-the-thracian-kings/ -
Mods like delenda est, overrides the unlimited cap pop for a max of 1000.
-
Same question asked before about the norse gates, does a ram or an elephant can pass through those gates? Btw, It looks better with that color, nice work! And, consider what niek wrote before, a topic per model
-
That would be a lot of work, leave it like that still works and seems nice , just remember the color
-
Units animations in different territorys
Skhorn replied to Alexandermb's topic in Game Development & Technical Discussion
@elexis