Jump to content

Emacz

Community Members
  • Posts

    98
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Emacz

  1. can get the latest release here! https://github.com/Emacz2/Historical-rebalance-patch/releases im constantly tweaking it as i gather more feedback. Eventually i'd like it to remain somewhat static with only changes happening when voted on by the community.
  2. done! thanks Im pretty sure you said you can only play off line due to poor connection? Have you had a chance to look at the historical patch yet? I'd appreciate other ideas/suggestions like this one. You seem to be one of the most active people on forum, or at least on my posts
  3. Yeah i gues i've never thought of that just kept them 0.1/0.2..... 1.0. and CCs? i feel like they should burn a little bit more than forts, defintiely more wood in a cc
  4. I have, but for now its just kinda hit and miss, its hard by myself, and would like more help/opinions. But for example small houses, farmsteads, storehouses have only 10% chance to block fire and the duration is 50% longer than normal. Where as fortress is 100% block so it cant get burned at all, maybe I should make it 90 though? <Resistance> <Entity> <ApplyStatus> <Burning> <Duration>1.5</Duration> <BlockChance>0.1</BlockChance> </Burning> </ApplyStatus> </Entity> </Resistance>
  5. thanks and as far as this one: Building damage/fire is that mean how much fire buildings take? cause ive implemented that
  6. Been putting together a historical patch with input from active players (anyway who plays is welcome to give feedback and suggestion and most of the time it will work into a new update.) I wanted to come up with an "ambush" type unit that is hard to be seen... I know vision ranges, but is there a way to set a unit to not be seen until its within x distance of an enemy unit or building?
  7. I got an icon for it now i just need a better actor
  8. wait, is that the only issue, the helmet error etc will be found if the art is 256 by 256?
  9. Well hopefully you aren't the only one capable of helping I tried using another tutorial, but it was old. I got a bunch of errors, see below. I dont know if me doing this on "com mod" has anything to do with it? <!DOCTYPE html> <meta charset="utf-8"> <title>Pyrogenesis Log</title> <style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style> <h2>0 A.D. (0.0.26) Main log (warnings and errors only)</h2> <p class="error">ERROR: Texture to convert "art/textures/ui/session/portraits/units/celt/celtic_axeman.png" should have width and height be power of two: 207x311</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/heads/celt_helmet_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/heads/celt_helmet_b.xml'</p> <p class="error">ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/shields/celt_round_b.xml"</p> <p class="error">ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/units/shields/celt_round_b.xml'</p> <p class="error">ERROR: Could not load mesh 'art/meshes/skeletal/m_pants_tunic.dae'</p> <p class="error">ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/m_pants_tunic.dae failed to load</p> <p class="error">ERROR: Error loading object variation (actor: art/actors/units/celtic/infantry_axeman.xml)</p>
  10. Does anyone have a good actor/icon i can use for Celtic axman for the historical patch im working on with some other players? Right now I'm using Kush champ actor/icon for regular Gaul axe man https://github.com/Emacz2/Historical-rebalance-patch https://github.com/Emacz2/Historical-rebalance-patch/releases
  11. Link says 500 BC to 500 AD I can work with that!
  12. I know it may sound stupid, cause its 0 AD right!? Well seems like there are some civs that were more dominate 3-6 centuries prior to 0AD and some 3-6 centuries after 0AD. So what is the range the game is trying to incoroprate?
  13. I like this idea, i think ill experiment with my version!
  14. OK, but i still dont understand what "reskin" means
  15. Wait so once legionaries were around they didnt use italic swordman? From a game play point of view, wouldnt you want ur champs to stay stronger though? It would be wierd if u ahd some of the heavy swordman and then u researched marian reforms and they turned into a "weaker" unit. Or jsut in battle, if they survived that long. Maybe legionaries need to be stronger? of course then htey would be really OP once u convert all ur regular swords to them. P.S what is CS cavalry units?
  16. I could, but since they are "Heavy swordsman" I actually changed their template a little. Same as secludes heavy swordsman. They do same attack dmg, but i slowed down the attack speed just a little, also slowed down their walk/run speed but added extra armor. After all they are "Heavy" i figured that meant Heavily armored Also I just posted another topic about artwork, maybe you can help me with that
  17. Who would like to share their ideas art work for new units. For example I added Archers to the romans: The normal weapon of Roman archers, both infantry and cavalry units, was the composite bow,[5] although Vegetius recommended training recruits "arcubus ligneis" (with wooden bows), which may have been made in the northern European self bow tradition.[6] It has been suggested that most Roman composite bows may have been asymmetric, with lower limbs shorter than the upper.[7] From wiki... I also read they were looked down upon. So I took the crete merc archer from other civs and added to Rome. I removed the merc tag so it doesnt get the bonus and it can not promote past normal rank. Similarly with Spartan I added the Helot Archer... same image/actor as what i used with rome. However since in sparta the helots were force to figth and not well taken care of, it doesn't have the infantry/soldier tag. So black smith techs dont apply to it, however it does gater 20% faster since its a slave. I was thinking there should be more Axemen in the game. So i did some more digging/reading. Sounds like Egyptians Persians and some celtic tribes used axeman as infantry. Since the only axmen I can think of are Kush Champs Im hoping to find new images/actors to use so its not too confusing. IT does look weird when you see one civs units with another civ! Anyone able to help?
  18. I'm playing my mod, which is built on top of com mod 26.13 with some of the 14 features added. Im just going to go into the file and disable promtion, since it makes no sense at this point
  19. No, not the aura, if you train a champ swordman (Italic heavy infantry) and it reaches 2000 exp (i did it sitting in baracks) they "promote" more like a demotion though, to Legionaries. Unless legionaries have some special ability I dont know about?
  20. these are champs with 200 life and better attack then the Roman Legionaries... Yet the heavy swordman promote (with 2000 exp, took about 25 minutes cooking in barracks) to roman Legionaries. Why would you want to promote them to a weaker unit? Am I missing something?
  21. Ive addressed some of these things in my mod, if anyone is interested. Ive actually decreased everyones capture rate, infantry and cav, champ and regular. Also Champ cavs cost slighly more and take a little more train time so its a little harder to spam them All sorts of other changes too. Similar to com mod, and would like to get more imput for more players!
  22. Thanks @Atrik So some units have slight chance to "block" poison and reduction in duration. Fortress have 100 chance to block fire, while greek civs/stone buildings have anywhere from 50-90% chance to block fire.
×
×
  • Create New...