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And i have thought that actual development will go faster, now that cinematics are finished...

Anyways, how about mod info from you multiplayer fellas? Which faction is the strongest, which is the weakest, and why? Not like i'm going to join, i have never been into RTS's. :P

Edited by MCreeper
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Alrighty the entire city is done.

malka_map1.jpg

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  On 03/09/2019 at 2:52 PM, MCreeper said:

And i have thought that actual development will go faster, now that cinematics are finished...

Anyways, how about mod info from you multiplayer fellas? Which faction is the strongest, which is the weakest, and why? Not like i'm going to join, i have never been into RTS's. :P

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Here's Iron Wolf's Tier list, although he's not been around much lately so it's probably outdated:

Tier S - Gorons, Gohma (Gohma can exploit population limit at the moment with eggs since buildings dont count towards the total)
Tier A - Zora
Tier B - Hylians, Gerudo, Kokiri, Ordona, Lanayru, Darknuts
Tier C - Moblins (A few broken features, missing Weapon Scavenging, Invincible bug for Bokoblins, lots of micro management with Mobile Bases makes them a bit hard to play)

Also keep in mind there's still a lot of gameplay elements not implemented yet like Stealth, which will be an important mechanic for the Kokiri.

 

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The Deku Scrub roster is done, here's all the unit details and whatnot

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dekuunits1.jpgdekuheroes1.jpg

 

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Lizalfos incoming:

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lizalfosroster1.jpglizalfosheroes1.jpg

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  On 19/11/2019 at 8:51 PM, The Undying Nephalim said:

Nephy question time, it's been awhile. :laugh:

I seem to recall seeing an example, but was there a way to make it so researching a technology results in another technology being disabled and unable to be researched? 

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this is the paired tech xml for the Seleucid reform and traditional armies

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  On 19/11/2019 at 10:08 PM, LordGood said:
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this is the paired tech xml for the Seleucid reform and traditional armies

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That was what I was thinking of! Thank you for reminding me of that. :victory:

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I think I had asked this question before, but I can't seem to find it looking back so I'll ask anyway just in case.

Is there a way to disable event sounds in animations for specific attached props to an actor? I'm running into a problem where I have actors with multiple props that play multiple copies of attack sounds, with expectedly jarring results. I've made copies of Variants that deleted the event= in attack animations, but now animations between the actor and all its attached props play completely out of sync, even though all the attack animations have the appropriate ID's. Is there a way to disable event sounds to attached props, or keep animations between multiple props that use different Variants in sync, or am I stuck with my unit playing 5 copies of an attack sound each time it attacks and blowing out my speakers? :laugh:

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