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Everything posted by wowgetoffyourcellphone
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The unit's actor needs this line of code: <float/>
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Not unique. What I propose is different from every other civ in vanilla. Again, not unique if it is similar to a special building from another civ.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
hmmm, the Temple of Amun looks like a Wonder, yet is merely a special building with the only purpose of training 1 unit. How about making the red section here a "Temple of Amun" upgrade for the standard Temple, which unlocks the Napatan Temple Guard?- 1.038 replies
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I have no plan for A23. It's probably 9 months between now and release. Mostly the idea is to fix whatever public mod changes break in DE. Also complete my ideas and changes for the Chinese and Kushites. Chinese: make Ministers and Government Center work better. Kushites: get all the units and textures in and working right. See what I can do about the Temple of Amun/Wonder issue, as it is really bothering me to have a "special building" that's the size of a wonder with its only purpose being to train one champion unit. I think DE's Kushites will be a little bit different from TM's Kushites. And also get @wackyserious's unit textures in.
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Britons and early blacksmith
wowgetoffyourcellphone replied to hebrews12's topic in Gameplay Discussion
Play Delenda Est, where this bonus is implemented. It is so incredibly trivial to change this that I'll just chalk it up to a design choice, which is fine. -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
So, which structure is intended to be the Wonder? I'm working on some actor stuff.- 1.038 replies
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Nice. Basic, Advanced, Elite. I'll update the first post with this. Done. Please add to or tweak the desciptions in the first post.
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Almost every reference includes a feather or more.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Maybe can use the female egyptian statue as a basis for a Ptol cult statue? Isis.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Like, literally, the pixels would break due to the span?- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
architecturally speaking wouldn't they span the lintel all the way around the portico, not just on the sides? lol- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
This is for the mythical "balance" that must be attained... lol- 1.038 replies
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I'd go with the curved thureos. It gives more depth to the shield. They need a version without the central spine though. @stanislas69, you up for that?
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
What is the wonder to be? The Amun temple is already the size of a wonder. That's what I was worried about. May I request a Cult Statue for DE?- 1.038 replies
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Major Changes and Features of Delenda Est
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Change that in maps/scenarios/_default.xml -
I like that solution. Should be added to the core game.
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Looks like Egyptian-style quilted corselets are a no-go, @Sundiata?
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Niiiiice. I might play with it and get something nice. A request: Use the Ptolemaic merchant ship as a base and edit it for the Kushites? Mainly need projectile prop point, etc.
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Hmm, could use prop points to have slaves/slavery stand on the dock area.
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Now it looks gorgous! The castle was the building I knew would look very nice with an AO map. Now you need one for all buildings.
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Spec maps use the same basic UV as the diffuse map. The engine automatically detects the 2nd UV and uses that for your pre-rendered AO map. I don't think it needs a special name, but I could be wrong on that point. This thread may help: "create a second UV coordinates" looks to be the relevant info.
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You need a 2nd UV in the model for the AO map. Do you have that?
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Body texture references for infantry and cavalry.
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