No. It seems he's not around at them moment.Originally Posted by Trajan
No. It seems he's not around at them moment.Originally Posted by Trajan
GODzilla(TM)
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I used your horse archer animation an it wiped out the cantabrian circle ability. Instead of it is there just a blank point.
Ummm I put in the animations, and all, and when my infantry attacks something most of the units are flicking there shields up and down constanly, within fractions of seconds it's really annoying, is there any way to fix this.
THANKS
[Double post merged. Please use the edit function. -Simetrical]
Oh yea there roman infantry.
Thanks again.
Last edited by Simetrical; July 06, 2005 at 06:15 PM.
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Godzilla, I'd just like to throw in that I am getting the same bug. I'm assuming you're using Ferres and yours new Roman packs. (the ones in your sig) I am using them too, maybe somethings incompatible?
Edit: I did a little more testing and noticed that these flickers seem worse with the Hastati than the legionary cohorts. I'm going to test the Princeps and the Urbans next.
Last edited by BeastG33; July 06, 2005 at 03:24 PM.
ya i get this bug too but not often it seems pretty random in my game but i can live with it as the rest of the animation pack is pure genius![]()
oh yea I agree, so I guess I just take out that gladius animation.
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BeasttG33,
others have not reported bug because they are lurkers like me or think the romans are fly swatting.
Andrew
Guys, this bug will be fixed very soon, so you can enjoy that Roman campaign you were talking about, Beast.
Great news, I was concerned you could have been lost....in space....or somewhere elseOriginally Posted by SigniferOne
Thanks in advance for your effort!
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That's great news Signifier. I eagerly await the results.![]()
Hey! Let him breath! :sign_lameOriginally Posted by BeastG33
Ehrm....no luck SigniferOne?:sign_stup
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hahahaha. win the crowd, signifier, win the crowd.
Ok folks, give it a try! (I put the new idle animations back in, since I fixed the problem)
Hey, great. I'll test it immediately ^^
/edit: YESSS, it works perfectly now, the problem is gone, thank you SO MUCH SigniferOne!![]()
Even though I got a request *gg*: Sometimes the legionaries (for instance) hold their shield as close to the body as possible. Then, to prepere the next stab, they hold it a little away from the body. Then, when the enemy is no more in range or already killed by another soldier, they hold the shield again as close as possible. The transition between those two shield-positions is very very quick. It's not like the bug that is solved now, but it still looks inhuman.
But I think without considering that the fs_s1_gladius animation is nearly perfect now.
Last edited by GODzilla; July 09, 2005 at 06:31 PM.
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Hmm keep in mind that any further increased fine-tuning of animations can only be done once we can parse descr_skeleton.txt, not until then.
Of course, you're absolutely correct......ehrm.....what are you talking about?Originally Posted by SigniferOne
. Nevermind, you don't have to explain it to me, I'll take it as it is :wink: .
Ah and yes, I guess I found the reason why the romans still do cheering at startup of a battle:
You took it out for the fs_s1_gladius animation, BUT not for the fs_javelinman animation. And at startup the romans hold their pila....so they use the fs_javelinmen skeleton and this still got the cheering...
Correct me if I'm wrong, it's just a thought. And if I do tell you something you already know....then sorry
/edit2: Change your signature![]()
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As I noted in the readme and on the first post of this thread, the new skeleton for elephant javelinmen is called: fs_s1_forest_elephant_javelinrider. As for cheering, maybe you are exactly right, thanks for the suggestion.
Yea, you're right, I didn't read the whole readme just this moment, but I catched up on it now :wink:.Originally Posted by SigniferOne
There's a little typo in the readme that could be confusing: The first time you speak about the new elephant-javelinman-thing you typed "fs_s1_light_african_elephant" but as you know this skeleton does not exist :wink:.
Also I tested this a little bit: I used the greek_heavy_peltast as crew for the carthaginian_cataphract_elephant. It worked quite well. As for the range of the unit...you wrote in the readme that it has to be adjusted....this is not necessary. Because when you change the elephant crew in the export_descr_unit.txt you also have to change the weapon and damage from archery to javelin. So I just copied the two lines from the greek_heavy_peltast and the first line (stat_pri) always contains the weapon range.
Summary: When you take the values of a standard javelinmen for the elephant crew they always got the some range, which is quite perfect (not too far, not too close imho).
Tomorrow I will change all elephant crew into javelinmen, because I think elephants are even strong on their own, bowmen make them too superior. It seems more naturally to me that elephant crew threw javelins instead of shooting with the bow. Imagine how difficult it would be to fire an arrow over a distance of...let's say 500m from an elephant's back....impossible if you ask me. Also I guess elephant crew was not as good with the bow compared to eastern horse archers, who trained their whole life to fire while riding.
Ehrm....sorry for the novel :laughing: . Good night (at least to all mid-europeans)
GODzilla(TM)
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