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Everything posted by wowgetoffyourcellphone
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Hence why I said, " It is very likely your O/S has a similar feature." lol https://www.imore.com/how-set-mac-app-default-when-opening-file
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Ignore everyone else's advice. In Windows you can set the default program that opens any file. I am not sure how to do this in your O/S, but in Windows it is very simple. Just right-click the .pyromod file, choose properties, where it says opens with, click change, then choose pyrogenesis.exe. From then on you can double-click any pyromod file and pyrogenesis.exe will sort it all out for you. It is very likely your O/S has a similar feature. If you already have an older version of the millenniumad mod stored in your mod folder, then you need to delete it or rename the folder because the pyromod process refuses to overwrite an existing mod.
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I agree about the ground texturing. Very nice. -
Battering Ram Overpowered
wowgetoffyourcellphone replied to ocnuybear's topic in Gameplay Discussion
I tried to make siege towers able to capture buildings, but it didn't work for some reason. Maybe it's time to revisit it. -
DELETED files don't work correctly either.
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.DELETED everything doesn't work, so that in its current state the archiver will create a Hyrule Conquest mod where the Hyrulians are battling Spartans. Also, the archiver flips its @#$% over all kinds of random things. Like, okay, it didn't like that PNG or DAE for some reason, just include the original file into the archive and skip the compression already! Now, I am wondering if an uncompressed archive still has the same problem with DELETED files/folders as we know a compressed archive does. Have you tested that? Another issue is that the "ModdingGuide" page is misleading, specifically as the command told to enter into Powershell has improper syntax. BTW, the way you told me to go about it should be the suggested way described on that page. Your quick tutorial via private message was way easier and more helpful, as the ModdingGude page seems to have been written by someone very competent in programming and assumes the reader also has this competency (many modders won't, guilty as charged), no offense intended to the author. The packaging in Windows for me was a pain, mostly for the issues that are fixed by your packing mod. Might as well commit the packing mod and cmd file to the core repository unless there is a more comprehensive fix (which I suspect there is, but the packing mod/cmd file you gave me could be a nice quick fix for A23 modders).
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Ratings Disputes and Offence Reporting (Discussion)
wowgetoffyourcellphone replied to gator303's topic in General Discussion
I see your point about the treasures and low resources. I think the treasure info from @Boudica was the key information here. I wish there was a way to randomize some things in Skirmish maps (like treasures, metal mine placement, animal placement, berry placement, etc.). Either that, or treasures are disabled by default on rated games. -
I wish @Shiyn would come back and give us the PSD file. lol
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It's DELETED indeed, but my point is there is either a bug in the archiver or the engine which doesn't apply .DELETED files correctly from the newly created mod archive.
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Not necessarily. I assume most of the known modders use SVN?
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Ratings Disputes and Offence Reporting (Discussion)
wowgetoffyourcellphone replied to gator303's topic in General Discussion
Right. I was just making sure you weren't saying they cheated or something. If there's a standard match settings for rated games, then I hope its moddable (default pop and resources in DE is 500), or the settings just choose the "default" settings so that it carries over to mods. I know rated games don't include mods, but it could be cool in the future to do so. -
That would definitely need fixed for major mods like this to be successfully packaged.
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Ratings Disputes and Offence Reporting (Discussion)
wowgetoffyourcellphone replied to gator303's topic in General Discussion
I don't get it. Surely the match was even? Your opponent didn't start with more resources or anything, right? -
Indeed. In depictions of the Panathenaia you can see sacrificial bulls being led with the procession.
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The actor can simply give the brown texture a "frequency" of 5 or something, compared to 1 or 2 for the others.
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There ya go!
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Not a bad start, but I would make the body a little leaner and the horns a little more outrageous.
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===[TASK]=== Crowd Sourced - Thracians (Faction)
wowgetoffyourcellphone replied to Cleo's topic in Game Modification
I think Dacian architectural references are okay for the Thracians in lieu of good references. As far as units go, I think the Dacian units would at least look distinct from Thracian units: Dacian units are partially influenced by Romans (some chainmail, etc.), Sarmatians (cavalry, head gear, etc.), Celts, and Germans. Dacians would have Roman-type siege weapons. Dacians would have an even more nerfed navy than the Thracians. Thracian units would have a somewhat Greek influence. Perhaps visually, Dacian units would have more long sleeves and long pants, while the Thracians would have short sleeves and pantless tunics. Just a general observation. -
Errors found when packaging Delenda Est which may or may not be applicable to Terra Magna. [16832] WARNING: art/meshes/props/helmet/new/chin_cavhelm1.dae: FCollada 97: No tessellation found for mesh. [16832] ERROR: art/meshes/props/helmet/new/chin_cavhelm1.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one [16832] ERROR: art/meshes/props/helmet/new/chin_cavhelm1.dae: Couldn't find object to convert [16832] Converting model binaries/data/mods/delenda_est_A23/art/meshes/props/chin_liannu.dae [16832] ERROR: art/meshes/props/chin_liannu.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" [16832] Converting model binaries/data/mods/delenda_est_A23/art/meshes/props/fireship_prop.dae [16832] ERROR: art/meshes/props/fireship_prop.dae: Found too many possible objects to convert - try adding the 'export' property to disambiguate one [16832] ERROR: art/meshes/props/fireship_prop.dae: Couldn't find object to convert [16832] Converting model binaries/data/mods/delenda_est_A23/art/animation/biped/rcrossbow_melee.dae [16832] ERROR: art/animation/biped/rcrossbow_melee.dae: Didn't find any objects in the scene [16832] ERROR: art/animation/biped/rcrossbow_melee.dae: Couldn't find object to convert
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It would also be good to have Sanga cattle for the Kushites. DE currently uses the Zebu actor for this, but there were a couple of prominent differences between the two.
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Try making an elongated particle texture so that it bridges the gap.
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Are... those feet accurate?
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They do, I just havent done anything with them yet.