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Posts posted by wowgetoffyourcellphone
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1 hour ago, Pudim said:
but if you can have 2 or 3 programmers / artists full time, it would be very good
Raising funds to do this was an utter disaster that drove one past WFG team leader to madness.
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8 minutes ago, Alexandermb said:
Reins needs to be redone, chestband updated to some kind of blanket too with better textures (or faction design exclusive).
I can't find a way to match gaia horses manes/tails with animations so i just dropped the idle variants leaving only 1 for fauna sadly. Don't know why it behave like that even if i switch in the template the gaia horse for a cavalry wich works perfectly still remains unsync.I just tried to go down the rabbit hole of nested variant files and got lost somewhere before Candyland. I get it, that you're utilizing variants to their full potential, but wowzers, what a web we weave.
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17 hours ago, Alexandermb said:
Horse mod for those who want to give it a small try, but be aware isn't perfect neither finished.
Mod: Horse_Revamped_Mod.7zHorses look nice. The Amanirenas chariot was pretty cool. The gaia horses though, their manes did not match up their animations with the horse. Reins and chestband need adjusted to the new horse.
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2 hours ago, stanislas69 said:
My only issue is that once again it might only be used in mods...
Even if it's not added to the Gallic struct tree, why wouldn't it be used in any vanilla skirmishes, scenarios, or random maps? I could foresee a Siege of Alesia random map. @elexis
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1 hour ago, Pudim said:
Fantastic, but is it possible?
I could see it being done as a meta-mod, which is a UI mod that combines all of the historically accurate civs from all of the available mods.
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I feel like y'all have made this overly complex. It's all awesome af though.
One suggestion or request would be that you stick to one general shape or a shape and its variants per unit type. This is for visual verification of the unit on the battlefield (I admit that realistically they would be mixed, but this is a game and it has its needs).
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On 3/1/2019 at 5:14 AM, stanislas69 said:
Nice, but it's difficult to know if it's working or not.
Maybe check the latest Delenda Est for me and see if it's working? lol
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6 hours ago, Glestul said:
Excellent new version 1.0.3
Make more upgrades on everything
Idea for new building, a bonfire.
A bonfire would be building that would greatly increase line of sight and would slowly die out like fire ship. Line of sight would be like CC, and would last 3 min.
Cost 200 wood and can be build on neutral and enemy territory.
This would be useful if the common vision ranges were smaller.
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1 hour ago, stanislas69 said:
- Get someone to review the changes on Kushites background patch
wut?
1 hour ago, stanislas69 said:- Seed random sounds so that units always play the same tone individually
Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?
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Right now the ships are in this limbo as far as pathing, gameplay, etc. goes. Folks want units on the decks, but that requires a large ship to look right, and custom ship path pathfinding. But it looks like there is currently no one working on that, but perhaps I'm wrong.
I think the team should pare down the ship gameplay to its basics and leave large ships and units fighting on deck to some future iteration. This means reducing their size by probably 25% and perhaps go the upgrading AOE method where you have 1 warship line that the player can improve. Ramming could still be included with a double right click charge or some special attack, but things like boarding, soldiers on deck, realistic movements, etc. could be put off til the future when someone comes along to do it.
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For Iberians I would keep the walls but eliminate the gates (just have a gap). See DE for this.
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41 minutes ago, stanislas69 said:
Yes you are right. However if you tell me, I can probably pull something off.
Need to be able to adjust attack bonuses with techs. Since bonuses can be dynamically/arbitrarily named, the techs need to be able to adjust these dynamically arbitrarily named bonuses.
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On 2/21/2019 at 10:25 AM, stanislas69 said:
I have no idea how to do profiling, but from an aesthetic standpoint, I can definitely tell that they are lower quality. What about if we mix them 50/50? Low poly meshes mixed in with the high poly meshes. Would reduce the number of polygons rendered overall while introducing some minor visual variation.
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5 hours ago, wackyserious said:
Also, the current texture are wearing boots, aren't boots a Hellenistic period thing? Please correct me if I'm wrong.
I believe boots had been depicted on merchants and/or travelers, and also Iphicrates (early 4th century, before Hellenistic times) was known to have adapted such boots for his soldiers.
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We need those papyrus and trail actors.
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No I get it, but that means editing every cavalry actor in Delenda Est. But progress is progress.
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Bad vertices on some ships.
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28 minutes ago, Anaxandridas ho Skandiates said:
To be annoying here are some pickaxes from antiquity - indeed I think the pickaxe above looks too modern, because it is too "pretty" and smooth. Just trying to help, maybe we can get the point across and also get a little closer to reality. I can tell you if I had to send ten thousand slaves into a mountain mine, I would choose this model of pickaxe for them:
Here ya go! https://www.gimp.org/
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Monetization
in General Discussion
Posted · Edited by wowgetoffyourcellphone
The problem is that WFG is a group of modders and programmers, not fundraisers and venture capitalists.
It's true that some lessons from last time could be learned. But before that's all rehashed analyzed and a fundraiser planned, you have to have a specific goal in mind for that potential future fundraiser. For what purpose are you raising the money? It seems to me that right now WFG has all the money it needs for its current goals. More than enough, actually. Something like $25,000+ currently in its vaults. It may be that WFG already has enough money for whatever "goal" or project you have in mind.