Lion.Kanzen Posted November 9, 2017 Share Posted November 9, 2017 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 9, 2017 Author Share Posted November 9, 2017 Recently i've made a small test in the UnitAi file which changed how the unit run into a fight and submitted the dif to some web page i forgot the name,. In August i've tested the same code with small changes about distance, before the unit just run's even if the unit was very far away when the order for attack was given, but specifying limits of distance (Minimum distance for start running, run, maximum distance for start running) the unit walked if it was outside the minimum range, and if it was in the range they charge (Every unit) assuming the changes works like planned making the units run into battle (Like Total War series when the cavalry/infantry reach their target they charge) that would need some gameplay balancing over the cavalry? 4 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 10, 2017 Author Share Posted November 10, 2017 (edited) Changes: Fixed attack times Changed relax 2 handed spear animation Cavalry spearman recharge time in template files changed from (3500) to (1400) for fast attack animation Cavalry swordsman recharge time in template files changed from (750) to (1050) for fast attack animation Added the small shield variantHorse_new.7z Edited November 11, 2017 by Alexandermb 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 10, 2017 Share Posted November 10, 2017 (edited) Is planned the charging mode http://trac.wildfiregames.com/wiki/GameplayFeatureStatus Edited November 10, 2017 by Lion.Kanzen Link to comment Share on other sites More sharing options...
Nescio Posted November 11, 2017 Share Posted November 11, 2017 6 hours ago, Alexandermb said: In case you haven't noticed i've made am update of the cavalry (including actors) feel free to use it on your mod, it will be useful to have people testing and see if anyone can see bugs or frames i haven't noticed yet in the animations beside ideas while i'm still working on it. Feel free to make any comment and suggestions for animations. Thanks for the notification. I've just downloaded your mod and started trying it out. One thing I noticed is the Seleucid scythed chariot: The old visual actor is left, right is your new one. As you can see there is a gap between the horse and its armour. 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 1 hour ago, Nescio said: Thanks for the notification. I've just downloaded your mod and started trying it out. One thing I noticed is the Seleucid scythed chariot: The old visual actor is left, right is your new one. As you can see there is a gap between the horse and its armour. The seleucid have one the chariot file in their units folder i thought they have their own chariot without using persian faction influence because of that file Link to comment Share on other sites More sharing options...
Stan` Posted November 11, 2017 Share Posted November 11, 2017 The seleucid chariot was accepted but not committed. It's available somewhere on the fourms Link to comment Share on other sites More sharing options...
serveurix Posted November 11, 2017 Share Posted November 11, 2017 This seleucid chariot should have the seleucid emblem at the same place the persian emblem is on the other one. I also think the saddle texture should be modified to suggest there is a wooden curved bar that goes above the backs of the horses. Now it looks like all horses bodies have been pierced by that giant scythe. 1 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 (edited) They have been pierced by the giant scythe they would need a chariot re-mesh same as the trader horses, or for an easier work, made a curved harness to add above the saddle and keep it stationary. the size difference between the old horses and this one is noticeable that why it looks pierced. Update**Horse_new.7z Fixed the separation between armor and horse Edited November 11, 2017 by Alexandermb 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 (edited) This could be a way of make the heavy armored horses with just textures, just have to make a little uv's adjustments and done. Uv edited: Edited November 11, 2017 by Alexandermb 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 11, 2017 Share Posted November 11, 2017 At last an armored horse. 1 Link to comment Share on other sites More sharing options...
Nescio Posted November 11, 2017 Share Posted November 11, 2017 And an error: ERROR: Failed to find matching prop point called "weapon_R" in model "art/meshes/props/cape_cavalry_medium.dae" for actor "cape_cav_animated_javelinist" By the way, I like that last image. Would it be possible to make cataphracts real cataphracts (completely covered in armour), instead of merely having a minor mail at the horse breast? Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 it seems to be it can be possible, and that bug it's weird because i wrote the cape's and meshes just like the actual javelinist infantry 1 Link to comment Share on other sites More sharing options...
Nescio Posted November 11, 2017 Share Posted November 11, 2017 Don't kill the messenger Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 11, 2017 Share Posted November 11, 2017 @stanislas69 Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 This is how it looks ingame with the iberian cavalry texture. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 11, 2017 Share Posted November 11, 2017 Uuuuuuuh cuteee Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 11, 2017 Share Posted November 11, 2017 Must be more... bigger? with this size the horse can't handle with armor and rider. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 11, 2017 Author Share Posted November 11, 2017 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Share Posted November 12, 2017 Seleucid cataphracts would have looked almost exactly like this: 11 hours ago, Alexandermb said: Full barding wouldn't come until the Parthians. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Share Posted November 12, 2017 Can you try fixing the elephant drivers? That would be something that could get committed quickly. 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 12, 2017 Share Posted November 12, 2017 1 hour ago, Alexandermb said: this list they don't add Sarmatians, Scythians and nomads Cataphracts. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 12, 2017 Author Share Posted November 12, 2017 2 hours ago, wowgetoffyourcellphone said: Can you try fixing the elephant drivers? That would be something that could get committed quickly. What's exactly needed for the elephants? i mean which pose (Walk, idle, death) Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 12, 2017 Share Posted November 12, 2017 Just now, Alexandermb said: What's exactly needed for the elephants? i mean which pose (Walk, idle, death) All of them. The current elephant drivers only use the old unit meshes. Link to comment Share on other sites More sharing options...
Alexandermb Posted November 12, 2017 Author Share Posted November 12, 2017 Spoiler 2 Link to comment Share on other sites More sharing options...
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