Page 7 of 17 FirstFirst 12345678910111213141516 ... LastLast
Results 121 to 140 of 333

Thread: Dea Paladins Additional Units v1.6. and Eriador (For 1.2)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Ceasar Gubius's Avatar Ducenarius
    Join Date
    Mar 2008
    Location
    Arizona, USA
    Posts
    902

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Yeah, not only is there multiple in mods like SS or Chivalry, there's even a few in TATW (Snaga, etc...). If I'm not mistaking, there are even a few in Vanilla . I know the Musilim Naffatun use that animation as well ...
    RTR RULES!!!!

  2. #2

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Hmm... dont bigger models need to have custom animations?

  3. #3
    Ceasar Gubius's Avatar Ducenarius
    Join Date
    Mar 2008
    Location
    Arizona, USA
    Posts
    902

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    I'm the wrong guy to ask ...
    RTR RULES!!!!

  4. #4
    JuL14n's Avatar Centenarius
    Join Date
    Apr 2009
    Location
    Finland
    Posts
    830

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Quote Originally Posted by Dea Paladin View Post
    Hmm... dont bigger models need to have custom animations?
    Yup, bigger model > bigger skeleton > bigger animations, any other ways will be buggy.

    some examples of incorrect animation size bugs: Air running units, units with half their body under the ground, rubber body (= stretch their arms and legs while running, even the body and the head in some cases.)


    @Yarrum: Download opera

  5. #5

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    for me it works with mozilla

  6. #6

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Hm.. i dont think you do actually. I might try your suggestion and see how it looks

  7. #7
    Ceasar Gubius's Avatar Ducenarius
    Join Date
    Mar 2008
    Location
    Arizona, USA
    Posts
    902

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Cool , that would be really neat to see. But one thing you may want to do (IF it works), give the troll decreased accuracy (Because I don't imagine trolls spend much time aiming ), but give him a higher rate of fire (For the same reason )...
    RTR RULES!!!!

  8. #8

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    @Yarrum
    Ya somethings wrong.I can't see it either.
    @Dea Paladin
    will it be possible to make better Silvan commanders or are you too busy at the moment?

  9. #9
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Quote Originally Posted by Haigojan View Post
    @Yarrum
    Ya somethings wrong.I can't see it either.
    @Dea Paladin
    will it be possible to make better Silvan commanders or are you too busy at the moment?
    Silvan and He seems to use same model and textures for general and captain. So if you dont know how to make em use different models the He would be also having a silvan commander

  10. #10

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    It works for me with IE. Ive been abit busy lately. Im currently moving to a bigger house Ill probably be done sometime the end of this week. And ill be doing mostly units which wont be released here until the Unfinished Tales submod is released, for those who dont want to download the mod and still play with some of the new units.

  11. #11

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    No, it is possible to make different ones for the factions. And yes i know how to do it.

  12. #12

    Default Re: Dea Paladins New/Modified Units Mod v1.1

    Quote Originally Posted by Dea Paladin View Post
    No, it is possible to make different ones for the factions. And yes i know how to do it.
    Sweet

  13. #13
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

    Default Re: Dea Paladins New/Modified Units Mod v1.2

    could you tell me how to make them use different model please ?

  14. #14

    Default Re: Dea Paladins New/Modified Units Mod v1.2

    Its hard to explain, id have to make an entire tutorial for it. I cant bother to do that..

  15. #15
    Anduril248's Avatar Miles
    Join Date
    Jul 2009
    Location
    Rapid City South Dakota
    Posts
    349

    Default Re: Dea Paladins New/Modified Units Mod v1.2

    when are you going to relase the pikemen?

  16. #16

    Default Re: Dea Paladins New/Modified Units Mod v1.2

    Quote Originally Posted by Anduril248 View Post
    when are you going to relase the pikemen?
    Hmm... Ill do it now actually, im just going to do the text files and a unit card, just wait a few minutes.

  17. #17
    Anduril248's Avatar Miles
    Join Date
    Jul 2009
    Location
    Rapid City South Dakota
    Posts
    349

    Default Re: Dea Paladins New/Modified Units Mod v1.2

    just make sure you also update the compatibility version

  18. #18

    Default Re: Dea Paladins New/Modified Units Mod v1.3

    v1.3 is released. Agostinos Additional Units mod compatible version will be updated tomorrow. Tell me if there is anything that doesnt work and ill fix it.

  19. #19
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

    Default Re: Dea Paladins New/Modified Units Mod v1.3

    hmm.. installed on a clean 1.1 and it crashed when starting, gonna try with additional units compatible version
    edit:where can I see the error report?
    Last edited by Zikko; August 03, 2009 at 04:08 PM.

  20. #20

    Default Re: Dea Paladins New/Modified Units Mod v1.3

    SEGA/Medieval II/logs

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •