is there any bugfixer/patch for the beta?
(already released)
Under the Patronage of the Dreadful cedric37!
Ancs Guide, Emergent Factions , Yes/No Events |L'Outremer for Modders| Swagger's Skymod
Is it possible for you guys to adjust the helmets for the Noble/English/Chivalric Knights so it fits the unit card? Even if it's just optional, because the helmets they use now in my opinion are just hideous! Or is it something I can do myself with a little text editing?
Swagger,
I am pondering giving out an intermediate version once we have fixed the culture problem. It is giving us a lot of headaches, as we are doing this without wanting to make the mod kingdoms (at least I am).
The religions have now been turned into cultures, and the ability of priests to convert people has been turned off, as well as heretics and witches. What we are looking for is for a mechanism to convert culture very slowly (at a realistic rate). The minimum churches allow us to do is 2% and that seems to be hardcoded.
The only other trigger we have found so far, is the religionstarter trait, but I can not think of any way of automatically giving every general this trait.
So, if someone has a good idea, it would be immensely appreciated!
As to what stig says, it was actually earth sciences, and I have done my fair share of time on geographical information systems.
There might be a lot more coding done in future, as I have been attending uni again (maths) and have been indoctrinated in matlab to a level that I can occasionally feel it oozing out of my brain.
Wouldn't it simply be a case of reskinning the unit (Did you reskin the welsh two-handed axe unit from Britannia Campaign)? Also, just want to know why are the faction rosters so small and why the rebels have invisible units? For example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).
Ask Vas, he is the skinning guy
When I find the time we will have mercenaries that will become your main armyAlso, just want to know why are the faction rosters so small and why the rebels have invisible units?
Because OAM assumed all soldiers in the roster would be rebel as wellFor example the Pike Militia or the soldierless Gendarmes (it's a load of horses without soldiers mounted on them).
By that do you mean he thought that the grey tones would be applied to all units without further skinning?
What are you talking about stig?
I had never anything to do with any of this.
Ah that! Still Vas's responsibility.
I'm going to make sure it's fixed thought.
About the invisible rebels.
Oam has put pikemen and gendarmes as rebels, while Stig had said we should have them out, that is why I never bothered to skin them
@danova
Very kind offer! I see you have some beautiful stuff done there. I will let you know if I want to "borrow" anything. Thanks!
It is, but not for the very next releases. It is something unimportant, so it goes for the last changes. We have far more important things for nowIs it possible for you guys to adjust the helmets for the Noble/English/Chivalric Knights so it fits the unit card? Even if it's just optional, because the helmets they use now in my opinion are just hideous!
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
By the way, just want to know is the weapon part of the unit model? Because, otherwise it'll simply be a case of recolouring a unit and setting it's weapon. Love this mod by the way!
I'm affraid I can't understand what you mean there. Can you explain it a bit better?
"Greeks dont mod like modders, modders mod like greeks." -PorkyJack
10 new captain models (campaign map) to download
Basically, let's say a spear unit. Would the weapon actually be part of it's unit model or is it assigned in the EDU?