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Everything posted by wackyserious
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===[TASK]=== Crowd Sourced - Thracians (Faction)
wackyserious replied to Cleo's topic in Game Modification
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===[TASK]=== Crowd Sourced - Thracians (Faction)
wackyserious replied to Cleo's topic in Game Modification
Thanks, I think the issues are related with r26298 Yes, the main mod repo at github -
Neutral (Gaia) Mercenary Camps 2.0
wackyserious replied to Lion.Kanzen's topic in Game Development & Technical Discussion
I agree with a soft implementation maybe if it will make it before feature freeze, merc camps are excellent ways to showcase more historical units in the game too -
===[TASK]=== Crowd Sourced - Thracians (Faction)
wackyserious replied to Cleo's topic in Game Modification
Can someone help me fix the civ file and what might be causing the error, I just finished re-organizing the Thracian mod art folder to be compatible with the latest SVN updates. -
Vegetable gardens 1-2 workers and it has a requirement of 1 house each in order to expand? Like this can be generic to all civs?
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Place the minister in chariots, add additional pop requirement, maybe like it costs 3?
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I'll try to dull the colors a bit more, wanted to stick to the intended design for the celts which was to make them look colorful, also I am starting to avoid browns since most faction now look too much brown with some of their units, something that I also noticed, specially with the ones using linothorax
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Extra units references
wackyserious replied to Lion.Kanzen's topic in Tutorials, references and art help
Getae horsemen could be added, I guess, Illyrian raider too, maybe? I think there are Thracian units already in the game -
Recreated the other leather cap
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Been following @Duileogas concepts for the Lusitanians, for the elite units I added linothorax as a variant.
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This plus the concept of having obstruction for actor files makes a good idea. Like it can make the campaign more gameplay and objective focused, no more units running around capturing houses or other buildings, just straight point unit to unit combat or objective targeting of defensive obstacles to the mission
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(ROTE) ===[TASK]=== A new texture for the Han Elite Infantry Archer
wackyserious replied to niektb's topic in Art dev
Current Han Xin texture is very similar to the han_officer textures -
(ROTE) ===[TASK]=== A new texture for the Han Elite Infantry Archer
wackyserious replied to niektb's topic in Art dev
uniform group is now han_officer_01-06 (where the colorful tones are now player color), is there a way to bring them back without affecting the last commit? -
I saw this earlier and I have to post it here haha
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Some games use arrow trails I believe give better visual
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@Stan` I was thinking about this for the obstructions, and maybe like just have defensive towers, or cc as map simulation files which are to be captured or destroyed in mission scenarios, also with walls, like only one segment of the wall will be a simulation file where that segment is to be attacked as part of the strategy etc.
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I was thinking of a single campaign map for the following 1.) Sulla's Civil War (Where build is disabled and two armies will have to eliminate one another in the streets of a Roman city) 2.) Serville War (Same with first concept but player can play as the Slave rebels using the rome_infantry_swordsman_slave as units) 3.) Helot Wars
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No like just for eyecandy and if used in maps, only for scenarios just like a scenario where it is urban combat and you don't want the houses to be falling apart, the main function of these actor files with obstructions is for eyecandy and missions and not to be used in a disadvantageous ways in single player/multi player maps