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Everything posted by wowgetoffyourcellphone
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===[TASK]=== Figure-of-eight shield
wowgetoffyourcellphone replied to Nescio's topic in Official tasks
Right, I was talking about this one (for maybe the Thebans; I'd give it to the Sacred Band in DE or the Thespian champion) , but having the figure 8 shields would be awesome too. Imagine an Achilles cheat unit or Mycenaean civ. -
===[TASK]=== Crowd Sourced - Thracians (Faction)
wowgetoffyourcellphone replied to Cleo's topic in Game Modification
This is the "Thracian" structure texture I made some time ago. Looks like the artists hated it for some reason and made their own. Perhaps for Dacians or Illyrians instead? (with some tweaks; different shields of course, or just use prop points and shield props instead) -
===[COMMITTED]=== Aspis Remake
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
It would be great to have the Boeotian shield in the game, even if a bit anachronistic. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
They look very nice. And thanks for finding a ref for the pikeman. -
Point is, it creates a floating effect.
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Make sure to turn off shadow casting for the grass sprites. Otherwise the shadows ruin the fading effect at the bottom.
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Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds.
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===[COMMITTED]=== Hellenic Helmets
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Well, crested is in the name. -
===[COMMITTED]=== Hellenic Helmets
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
hele_thracian_b_crested is missing its crest -
Got it to work, thanks! <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Civ>theb</Civ> <Lang>greek</Lang> <SpecificName>Polites Thēbaios</SpecificName> <GenericName>Theban Citizen</GenericName> <Icon>units/athen_support_citizen.png</Icon> <SelectionGroupName>units/{civ}_support_citizen</SelectionGroupName> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity>
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Okay, have fun! It's yours now. I updated some stuff 3 hours ago. No idea what you need to do.
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Here's what I have: template_unit_support_citizen And then I have units/athen_support_citizen: It doesn't work.
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In DE, originally all the Greek civs received the Oracle of Delphi technology, but then I realized Thebans weren't different enough from the others so I gave it to them exclusively and tried to make it "fit" for them. I can easily change it to your suggestion. Thanks! Would you be willing to give proper SpecificNames for the units?
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===[TASK]=== Crowd Sourced - Illyrians (Faction)
wowgetoffyourcellphone replied to wackyserious's topic in Game Modification
Correct. It works with Empires Ascendant. -
===[TASK]=== Crowd Sourced - Illyrians (Faction)
wowgetoffyourcellphone replied to wackyserious's topic in Game Modification
I know many would disagree, but I would see no problem with the core game having 20+ civs. To me, they're like how some games have 50+ characters to choose from, each with minor differences and even classes of play that compliment each other. But I'm also okay with core game just sticking with what it has and then releasing official "Faction mods." But then you have a problem with players not having the right factions installed. Imagine player 1 having mod civs A, B, and K, while his opponent has B, C, and M civs installed. Wouldn't this make them incompatible to play a match? Eventually, you'll probably just want to fold all the civs into the core game to get around this, or build in some kind of logic in the UI that'll gray out the civ that's incompatible with either player. Alright then. Sorry to bother you.