Update 5:
Huzzah! The campaign at its base form is now completely playable, even if its more rusty than an old tap.
Custom land battles are done. The next update will probably focus on this...
Type: Posts; User: Lugie; Keyword(s):
Update 5:
Huzzah! The campaign at its base form is now completely playable, even if its more rusty than an old tap.
Custom land battles are done. The next update will probably focus on this...
Update 4:
Custom/mp land battles are mostly finished, the only thing left is cost balancing. Biggest feature would be working pikemen without needing the borked spearwall ability. However, this...
Update 3:
Custom land battles are completely playable, but still needs polish. All the major factions are done, but not fully tested, and some minor factions with unique rosters are available but...
For your first point; The original start era was close after the end of medieval 2 - around 1680 or so. That was cut midway through development, with the only remnants of it being mostly broken...
Update 2:
Very small update, mostly prepwork for campaign and such.
For battles: Added Indian factions, (almost) finished cavalry stats, and some small adjustments to matched combat. Added craters...
Update 1:
Mainly updates to the fx and polishing of existing content. Fixed crashes related to native american units.
The Brandywine creek scenario has been fully updated and should be working.
...
Patch 6 - A horrible name for what this intends to (and does in some cases) do;
Restoration of cut content - removed or obsoleted animations and effects, cut units/mechanics, the original...
Having some trouble with this tool. I can pack the sounds fine without specifying the user script, but doing it that way bugs half the sound of the game. If I plug the script in, I get the error...
Looking at the videos, and thinking about some things, I think its the speed and stats that impact collisions the most. The higher the mass and speed, the more forceful the collision is. The higher...
It must be some unfinished content then. There might be some unused throwing animations in the files you could use. I remember some units in rome1 and medieval2 could throw stuff while moving, and im...
Yes, its possible to add new marching tunes by modifying the sound_events and adding more wav paths. Specific marching tunes for each faction/unit are currently impossible as far as I can tell.
I dont think thats possible without the proper tools. You would have to mod the sound events and, possibly, the exe.
Its because of the misfire animation. When one unit misfires, no other units can fire until that unit is done fiddling with his musket. That animation is about 2 and a 1/2 secs long, and thus the...
Huh, Im not sure. ETW was supposed to have bribing, as evident in the loc and db files, but they never got around to finishing it. You might have to ask one of the bigger names on the forums to get...
Terribly sorry about the wait. This mod has been discontinued due to computer problems (all source files have been lost), but I am more than happy to reply to your questions.
2. Units are more...
For the firing drills, I'm not sure then. You could still try to increase the radius, and that might make the units think they don't need to spread out as they are already in position. Otherwise, I'm...
What do you mean re-spacing? Are you talking about the infamous shuffle bug (one that was never fixed and is, at best, a game-winning bug and at worst completely game-breaking)?
So far, the only...
Well, you can use Sinfonia Semplice to de-compile the original files and then modify those. You can add more sound-files for existing sounds, like selecting and such, but adding completely new...
Very nice, reads like a proper, detailed article.
Aye, you can change the position of officers and such in group-formations as-well. Im pretty sure the guys over at Imperial Destroyer did that for square formation.
It would have to be done through the campaign scripting. Some mods for Rome 2 and such already do this. You would have to ask somebody who is good at that stuff.
It is not hardcoded, it is just very hard to mod. You would have to mod the groupformations.bin, and it seems the only mods that do that are large, overhaul mods, like darthmod or imperial...
Yeah that's leftover from Empire. In Empire, technologies were based on buildings. A image;
...
Unit voices seem hardcoded, though have not had much time to test that. All the battle mechanics are hardcoded, and so is the AI (Those mods that say they improve the AI are lying). We cant add new...
Well, I usually use my own mod. It is pretty easy to change them though, you just have to remove the entries in the animation fragments. All the animations with a L are the "Long" animations, and...
Ohhh, that is why I don't have that problem. I Usually play with a mod, that removes the long kill-moves. I guess I cant help you here lad, sorry!
There really is not. Those values are really only for things like cavalry impacts and such, and are mostly visual at that. If you want the spearwall to be more effective in melee while decreasing...
Do not edit that version of the file! First, you need to de-compress it using Symphony. You then get a editable version which you do your edits to, then re-compress for it to work properly.
Shogun_Infantry is like the first "test" unit the team made just to test anims, combat, etc. The Yari Dojo Cav might be a unused/unfinished unit.
You could try giving it a objective/mission for capturing a settlement. That could coerce the AI into trying to take that settlement (This doesn't work for rebels). You could also try giving it a...
Well, you might need to edit the other maps as-well. I'm pretty sure the Gloss map is actually used for gloss now, as in EMP/NAP that was used for faction colors, so you don't have to worry about...
Byoutiful tutorial. Thanks for this info m8, hopefully more people read it. Emp/Nap are desperately lacking in mp maps.
If that's the case, you probably messed something up in the unit_stats. Try to double-check the stuff there.
Im surprised nobody has replied yet. First of all, removing some abilities from unit_to_unit_abilities should not crash the game. While that would work in most cases, lets just say its special and...
Like I said, I was trying to figure out how to create new animations for new weapons. I wouldn't want to think its one of those things in the DLL, but I have not seen anything else anywhere that...
Sorry, but nobody can do that in Empire. Thats one of those things set in the EXE.
That is indeed right. If you want the directory in the pack files, its (Data.pack/campaigns/[your chosen campaign]/scripting.lua.
Now that is byoutiful. Finally, I can annihilate the armies of chaos with good ol' shot. Nothing can stand up to hundreds, if not thousands of volleys of musket-fire.
Yes, I knew how to do that, but I was just wondering how the system differentiates between different weapons, As in how does the system know if it is a kill, draw, etc. I was thinking that it was...
Hello. I was wondering if it was possible to make new kill-moves, as to increase the variety/improve responsiveness, as seeing the same 3 or 4 moves gets old quickly.
I know is that there are two...