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Everything posted by Alexandermb
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There's another animation maybe for formations use or attack variant also, animations and files are committed via github desktop @stanislas69
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@stanislas69 when the faction is comitted should i use the horse update too ? or just leave it to the xiongnu cavalry
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most of the things are done, now its just fix the templates for the alpha 23 and add the civ bonusses with the alpha stables, also should Modu Chanyu be added as a hero (cavalry)? History:
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i've made the champion cavalry both spearmen/archer (upgrade system) considering the image has both spear and quiver/bow.
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Any xion building don't attack so they have to rely only in their units so if you are moving your CC near the enemy you better be prepared or you are risking everything is not a walking fortress they have.
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Those are the two choices to take to be or not to be: Upgrade system with territory restrictions when unpacking (own neutral). or just don't use territory influence and be totally nomads. like total war attila, (Huns) won't settle down they were always as an horde and they decresed food production maybe could use a big range aura in the chanyu's hall decresing resource gathering rate
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thanks @elexis the "CheckPlacementRestrictions" worked at least for the territory unpacking in this case upgrade.
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===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Alright then, its okay but now i wonder if this is going to be implemented this will be implemented asap in alpha 23 for use? -
As for the packed versión of every building i will reduce visión to 0 so in this case players won't be moving their houses everywhere alone whitout protection and behave like a nomad civilization protecting their settlements as an horde and maybe increase the loot for every packed building when killed so it won't be either beneficial for the xiongnu to lose their carts/wagons.
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Disabling the Territory influence at least they won't steal allies/foes land yet, buildings can only be builded on own/neutral territory.
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The problems with packing/unpacking system is that the unpack unit don't consider the area when unpacking and could cause some overlaping buildings/resources and the player using the xiongnu faction can steal territory influence and even unpack inside the allies/enemys territory so maybe i should remove any territory influence of the xiongnu and make them only neutral. As for the big buildings (Double yurt buildings) i made another cart a bit bigger, but in any case only 1 cart couldn't carry all the resources needed for build again the barracks so i've made an empty versión of the barrack with only 1 yurt building and the other "under construction" with an upgrade system, so it makes more sense the cart can carry at least enough resources for build the 1st yurt and then the player rebuild the rest of the building for less cost as an upgrade Barrack Empty Cart
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If the burial mounds are possibly to make in a 3d file why not having as a wonder, i saw a lot of archeological videos about burial sites of the xiongnu; and the other big question is: How could be the faction emblem?
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===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
forgot to wrote the function of it, if you make an stationary limited weapon then you will have X popularity consumption, so you have 2 choices A: leave the unit there useless or waiting for another victim or B: kill the unit with the controls. Doing what i thought would be an automatic clean function. -
===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
i've never tried the "spawn entity on death" before so if it Works as i think maybe the catapult could use the same lifecycle of the slaves on delenda Est dying slowly but if its possible it could spawn an empty onager maybe weathered or damaged for upgrade as a new one something like a clean or recycle entity before death. -
For the alpha 23 every civ will have Stable right @stanislas69? so i think every cavalry unit will be moved from barracks/civil centre > stable, if i'm right then the teambonus could be stable/cav related bonus because right now i can't make civ/team bonuses affecting only the cavalry tech cost/time so i have to go right to the cavalry units itself.
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===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
If the catapult will have wheels i can make the walk animation similar to the shoushe so it won't be needed a packed/unpacked versión or horses but for realism purposes it will need be very slow. -
For now is just finish the icon's and i was doing some fixes on the cavalry animations, horse mesh, riders animations, saddle etc; also it will be needed some history added per building or tech
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===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@stanislas69 here are the files for alpha 23 siege_weapons_animations.7z onager animations.blend -
===[COMMITTED]=== Siege Weapons Infantry Animations
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
@stanislas69 the onager needs some fixes on black zones textures. (The rock spawns in the infantry hand for avoid weird movement's, after the rock is fired the rock disappears from the prop point) -
Julián García Application Application
Alexandermb replied to Juli51's topic in Applications and Contributions
@LordGood this faction have workshop already ? this is a nice sketch -
Some animations for the rabbit Rabbit.7z (Blender file included in the zip) @stanislas69 in case is committable.
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===[COMMITTED]=== Seleucid champion chariot
Alexandermb replied to Enrique's topic in Completed Art Tasks
