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Thread: [IN PROGRESS] Cyrene Expanded

  1. #81

    Default Re: [IN PROGRESS] Cyrene Expanded

    Yeh bro I read the conversation a while ago and saw this picture! Nice done

  2. #82

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Tenerife_Boy View Post
    Yeh bro I read the conversation a while ago and saw this picture! Nice done
    Thanks! I hope to implement first units into the game to see how they look in-game

  3. #83

    Default Re: [IN PROGRESS] Cyrene Expanded

    Willing to see

  4. #84

    Default Re: [IN PROGRESS] Cyrene Expanded

    First attempt at Libyan Swordsmen, in-game:


  5. #85
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [IN PROGRESS] Cyrene Expanded

    They're looking good mate !!!

  6. #86

    Default Re: [IN PROGRESS] Cyrene Expanded

    Nice!!!

  7. #87

    Default Re: [IN PROGRESS] Cyrene Expanded

    Thanks for the words of encouragment After a lot of tweaking and fiddling I think I'm finally happy with how the Libyan Euzonoi look:



    As always, feedback's appreciated. I think maybe I should remove helmets from some of them, after all, they wouldn't be incredibly wealthy...

  8. #88
    Ygraine's Avatar Campidoctor
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Perhaps you can mix in some helm-less, some with headbands etcetera?
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  9. #89

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Ygraine View Post
    Perhaps you can mix in some helm-less, some with headbands etcetera?
    How's this?

    Spoiler Alert, click show to read: 

  10. #90
    Ygraine's Avatar Campidoctor
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Looks great!

    That one hairstyle always reminds me of Robert de Niro's hair in Taxi Driver
    (2nd position - Gameplay Mods-category - 2016 Modding Awards.)

  11. #91

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Ygraine View Post
    Looks great!

    That one hairstyle always reminds me of Robert de Niro's hair in Taxi Driver
    Think it looks better, yeah For good reason, it's one of my favourite moves too

    I wish I could use more crazy hairstyles for them, like these:

    Spoiler Alert, click show to read: 


    Alas, modelling's far beyond my skills

  12. #92
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Commodore View Post
    How's this?

    Spoiler Alert, click show to read: 
    Much better...

  13. #93

    Default Re: [IN PROGRESS] Cyrene Expanded

    I'm having trouble making Cyrene playble in DeI - I wanted to change uniform colours before making new units. But when I try to make a pack out of the changes I've made in the assembly kit, Rome II starts and gets "stuck", although the pack is apparently made succesfully (all green).

    But Cyrene doesn't appear on the list of playable factions. I have been trying various solutions for hours with no luck

    I've made the following changes:

    1) Made Cyrene playable and major
    2) Added two political factions in political_parties and faction_political_parties_junctions
    Last edited by Magas of Cyrene; June 09, 2017 at 02:57 PM.

  14. #94

    Default Re: [IN PROGRESS] Cyrene Expanded

    It may be easier to directly edit the startpos to make them playable, editing the 2 faction entries in the Campaign Preopen part of the startpos.

    https://steamcommunity.com/sharedfil.../?id=186918306
    Last edited by Dresden; June 09, 2017 at 03:26 PM.

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  15. #95

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Dresden View Post
    It may be easier to directly edit the startpos to make them playable, editing the 2 faction entries in the Campaign Preopen part of the startpos.

    https://steamcommunity.com/sharedfil.../?id=186918306
    Looks like I'm still doing something wrong as it doesn't work either...I followed these steps 3 times now and double checked everything. Just to be clear - should I make these changes upon the startpos.esf extraced from DeI pack part 1?

  16. #96

    Default Re: [IN PROGRESS] Cyrene Expanded

    Managed to get it working, but I had to reverse-engineer Dresden's latest All Factions Playable Mod.
    Once I replaced the AFP's pack startpos.esf with the one I've edited, Cyrene was now playable. Thing is, AFP mod had more files edited than just startpos.esf and political_parties.db and faction_political_parties_junctions.db. Looks like some additional files are needed in order for it to work - maybe text?



    Anyway, getting back to making more units, first I'll be testing some new faction uniform colors Hope to get back to you with at least one more new unit tonight!

  17. #97

    Default Re: [IN PROGRESS] Cyrene Expanded

    Great news. Congrats on the step forward Commodore

  18. #98

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Tenerife_Boy View Post
    Great news. Congrats on the step forward Commodore
    Thanks for the continued support Moving slowly, but making progress!

    Here's a first pass of Cyrenean Iphicratean Pikemen:

    Spoiler Alert, click show to read: 


    I'll be expermenting with the uniform colours tomorrow as I'm not quite happy with their current look.
    Last edited by Magas of Cyrene; June 11, 2017 at 05:57 PM.

  19. #99

    Default Re: [IN PROGRESS] Cyrene Expanded

    Nice

  20. #100
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Commodore View Post

    Here's a first pass of Cyrenean Iphicratean Pikemen:

    Spoiler Alert, click show to read: 


    I'll be expermenting with the uniform colours tomorrow as I'm not quite happy with their current look.
    I like their simplicity though.

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