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Thread: [IN PROGRESS] Cyrene Expanded

  1. #141

    Default Re: [IN PROGRESS] Cyrene Expanded

    We already implemented bigger new shields for pikemen, do some test with them. but what I'm seeing here is that your iphicrats looks more like the ones in Hellenika than the ones we have here, and it is more save to do them in the way DeI portrayed them.

  2. #142

    Default Re: [IN PROGRESS] Cyrene Expanded

    Here's the version with the new shields for pikemen:

    Spoiler Alert, click show to read: 


    And here are the Iphicratean Pikemen first using the javelins and then dropping into the pike phalanx:

    Spoiler Alert, click show to read: 


    Things that still need to modified: Unit depth (will reduce it to 2-3) and removing the javelins bundle when in the phalanx formation. I'm also planning to do some field tests with their run speed, to make them much more mobile than regular pikemen. All this hopefully will give them a unique role on the battlefield.

    Yes, they're different than the DeI's Iphicratean pikemen, but I thought it was worth it to experiment a bit

  3. #143
    ♔Greek Strategos♔'s Avatar THE BEARDED MACE
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Looking good mate. Spacing and unit depth may need some tweaks though, to reduce pike clipping etc
    I love the new shields by the way.

  4. #144

    Default Re: [IN PROGRESS] Cyrene Expanded

    Thanks, these are DeI shields though

    And yes, still need a lot of tweaking with these new Iphicratean pikemen!

  5. #145
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Just a little suggestion, try giving them the Sps_combat_ready animation for Pike_Front and sps_stand animation for both Pike_High & Deep.
    I'm assuming they have the same lance as the default iphicratean peltast though

    Like this, f.e.
    Spoiler Alert, click show to read: 

    PIKE_HIGH_READY filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_READY filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_stand_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_WALK_1 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_WALK_2 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_WALK_3 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_FORWARDS filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_FORWARDS filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_BACKWARDS filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_bwd.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_BACKWARDS filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_bwd_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_LEFT filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_left.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_LEFT filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_left_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_RIGHT filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_right.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_RIGHT filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_right_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_LEFT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_turn_left_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_LEFT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_turn_left_45_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_RIGHT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_turn_right_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_RIGHT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_turn_right_45_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_HIGH_TO_STAND filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    STAND_TO_PIKE_HIGH filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    STAND_TO_PIKE_HIGH filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_READY filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,PIKE_DEEP_READY filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_stand_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_WALK_1 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_WALK_2 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_WALK_3 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_FORWARDS filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_FORWARDS filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_BACKWARDS filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_bwd.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_BACKWARDS filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_bwd_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_LEFT filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_left.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_LEFT filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_left_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_RIGHT filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_step_right.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_RIGHT filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_step_right_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_LEFT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_turn_left_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_LEFT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_turn_left_45_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_RIGHT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_turn_right_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_RIGHT_45 filename = "animations/rome2/human/battle/spear_and_shield/stand/variants/sps_turn_right_45_alt1.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_DEEP_TO_STAND filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    STAND_TO_PIKE_DEEP filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    STAND_TO_PIKE_DEEP filename = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/stand/sps_stand.meta" blend_in_time = 0.30, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_READY filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_combat_ready.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_combat_ready.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_WALK_1 filename = "animations/rome2/human/battle/sword_and_shield/locomotion/sws_cr_walk_75cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_walk_75cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_WALK_2 filename = "animations/rome2/human/battle/sword_and_shield/locomotion/sws_cr_walk_136cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_walk_136cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_WALK_3 filename = "animations/rome2/human/battle/sword_and_shield/locomotion/sws_cr_walk_201cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_walk_163cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_FORWARDS filename = "animations/rome2/human/battle/sword_and_shield/locomotion/sws_cr_walk_75cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_walk_75cm.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_BACKWARDS filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_cr_step_bwd.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_step_bwd.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_LEFT filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_cr_step_left.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_step_left.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_RIGHT filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_cr_step_right.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_step_right.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_LEFT_45 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_cr_turn_left_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_turn_left_45.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_RIGHT_45 filename = "animations/rome2/human/battle/sword_and_shield/combat_ready/sws_cr_turn_right_45.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_turn_right_45.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_TO_STAND filename = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_to_stand.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_cr_to_stand.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    STAND_TO_PIKE_FRONT filename = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_stand_to_cr.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_stand_to_cr.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    PIKE_FRONT_ATTACK_1 filename = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_001.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_001.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_3 = on,
    PIKE_FRONT_ATTACK_2 filename = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_002.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_002.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_3 = on,
    PIKE_FRONT_ATTACK_5 filename = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_005.anim" metadata = "animations/rome2/human/battle/spear_and_shield/combat_ready/sps_sync_atk_005.meta" blend_in_time = 0.10, weapon_bone_1 = on, weapon_bone_3 = on,

    Last edited by Maetharin; June 23, 2017 at 05:50 PM.
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  6. #146

    Default Re: [IN PROGRESS] Cyrene Expanded

    That causes the game to crash:


  7. #147
    Maetharin's Avatar Senator
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Hmm, funny?
    I took it directly from the Hoplite animation fragment, no idea why it isn't working.
    If anything, it ought to be the Pike_High_Ready,
    because I took the Pike Deep row and changed every "DEEP" to "HIGH" in MS Word.
    I'm a lazy person^^

    No idea why, but sometimes this method causes problems...
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  8. #148

    Default Re: [IN PROGRESS] Cyrene Expanded

    Will be difficult to find the cause of this error, the text is rather long Anyway, what is it supposed to do?

    And here's a new unit preview - Kyrenaioi Kleruchoi Rhomphaiaphoroi:

    Spoiler Alert, click show to read: 


    What do you guys think?

  9. #149
    Maetharin's Avatar Senator
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Quite simple, it'a supposed to give them normal Hoplite animations,
    aside from the 4th row having the same animation as the deeper ones.
    Since Iphicratean Peltasts wielded their spears one handedly, I wanted to give them a fitting animation
    "Ceterum censeo Carthaginem delendam esse!"

    Marcus Porcius Cato Censorius

    "I concur!"

    ​Me

  10. #150

    Default Re: [IN PROGRESS] Cyrene Expanded

    I will fiddle with the animations today, one more thing I need to do is to make them hold pikes this way when marching:

    https://youtu.be/LcuQUc4YjSE?t=35s

    Oh and I need to find a way to make the javelins bundle (attached to weapon slot 5) disappear when they go into the phalanx formation.

    EDIT:
    Both of these are solved by giving them the hoplite animations. However, there's now a new issue, as they all lower their pikes, instead of just 2 front ranks:

    Spoiler Alert, click show to read: 
    Last edited by Magas of Cyrene; June 24, 2017 at 08:34 AM.

  11. #151
    Maetharin's Avatar Senator
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    Default Re: [IN PROGRESS] Cyrene Expanded

    BTW, try playing around with their spacings, maybe this could reduce the amount of 2nd row spears skewering the front row^^
    just give the Pike_High and Deep the sps_stand animation.

    I think it isnīt possible to have them drop the javelin bundle, since these are atached to weapon_slot_3 and thatīs also where the shieldīs attached too.
    So itīs completely either with or without them.

    Iīd actually get rid of them unless a unit is a dedicated skirmisher, Iīve no idea which units have them though, so I havenīt removed them yet in a submod.

    The animation yore looking for walking is simply the sps_walk animations like this:

    Spoiler Alert, click show to read: 
    WALK_1 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_124_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on, WALK_2 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_162_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    WALK_3 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_197_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    WALK_4 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_251_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_251_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,
    WALK_5 filename = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_302_cm.anim" metadata = "animations/rome2/human/battle/spear_and_shield/locomotion/sps_walk_302_cm.meta" blend_in_time = 0.20, weapon_bone_1 = on, weapon_bone_2 = on, weapon_bone_3 = on, weapon_bone_4 = on,



    You may also want to play around with the SPS_combat_ready animation and metadata files for the PIKE_FRONT
    Last edited by Maetharin; June 24, 2017 at 09:58 AM.
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  12. #152

    Default Re: [IN PROGRESS] Cyrene Expanded

    Yeah, looks like I will have to combine hoplite and pike animations. With that, the javelin bundles shouldn't be a problem, because they look fine when the troops are in the hoplite formation.

    In the meantime, new unit preview - Kyrenaioi Ekdromoi:

    Spoiler Alert, click show to read: 

  13. #153
    KAM 2150's Avatar Artifex
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Originally DeI Iphicratean Peltasts were supposed to have pike like formation but due to AI handling it and them not having long enough pikes to hold anything at bay (while having small shields and light armour) they performed poorly.
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  14. #154

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by KAM 2150 View Post
    Originally DeI Iphicratean Peltasts were supposed to have pike like formation but due to AI handling it and them not having long enough pikes to hold anything at bay (while having small shields and light armour) they performed poorly.
    I'm still working on tweaking their combat animations, we'll see how it will affect it; hopefully it'll make them act well in combat Though I think it should work - they will be fighting like the current DeI peltast pikemen (they use the same shorter pikes), only they'll have some javelins on them.

    Another unit preview! Here are the Kyrenaioi Iudaioi Thureophoroi:

    Spoiler Alert, click show to read: 
    Last edited by Magas of Cyrene; June 24, 2017 at 04:51 PM.

  15. #155
    Maetharin's Avatar Senator
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by KAM 2150 View Post
    Originally DeI Iphicratean Peltasts were supposed to have pike like formation but due to AI handling it and them not having long enough pikes to hold anything at bay (while having small shields and light armour) they performed poorly.
    Were they able to deal with Hoplites?
    Because thatīs IMO their main purpose^^
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  16. #156
    Ygraine's Avatar Campidoctor
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    Default Re: [IN PROGRESS] Cyrene Expanded

    Libya will probably need some local hellenic culture if you're going with the faction being hellenic!
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  17. #157

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Maetharin View Post
    Were they able to deal with Hoplites?
    Because thatīs IMO their main purpose^^
    I did some testing - they do fine against hoplites, even in the hands of the AI. But there's a slight problem - it doesn't use their javelins at all, just gets stuck in the phalanx formation. Not sure if there's a workaround.

    Quote Originally Posted by Ygraine View Post
    Libya will probably need some local hellenic culture if you're going with the faction being hellenic!
    Yeah, absolutely! I have some new ideas about implementing Libyans in the roster too - I've been thinking about adding Marmaridae and Nasamones and perhaps other Libyan tribe units to the roster, instead of the generic ones. The Marmaridae providing the skirmishers - javelinmen and light cavalry, while the Nasamones would bring the swordsmen and spearmen to the roster. They'd look different too.

    And there's also a new unit preview - Kyrenaioi Judeoi Sarissaphoroi:

    Spoiler Alert, click show to read: 

  18. #158

    Default Re: [IN PROGRESS] Cyrene Expanded

    Nasamones (Libyan) Noble Cavalry, first try:

    Spoiler Alert, click show to read: 

  19. #159
    Maetharin's Avatar Senator
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    Default Re: [IN PROGRESS] Cyrene Expanded

    They look pretty cool, though would they use a Greek armour design like this?
    Are they a what if unit? As in what if Kyrene outfitted them?
    "Ceterum censeo Carthaginem delendam esse!"

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  20. #160

    Default Re: [IN PROGRESS] Cyrene Expanded

    Quote Originally Posted by Maetharin View Post
    They look pretty cool, though would they use a Greek armour design like this?
    Are they a what if unit? As in what if Kyrene outfitted them?
    Still work in progress, I'll probably make them a bit less Greek. But yes, the idea's that they're somewhat hellenized and outfitted by Cyrene. Considering they're nobles, I think it would make sense for them to try to fit in.

    And here are the reworked Nasamones Light Infantry, I tried to make them look more Libyan:

    Spoiler Alert, click show to read: 

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