Very Nice!
Very Nice!
Updated this for Christmas with latest files I have for CATW. A fair number of new changes, two game changing ones to infantry other than archers/skirmishers if you are using the reccomended skeletons.
Enjoy and have great Christmas everyone.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
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Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
The latest change fixes how the swordsmen hold their shields right?
Also, didn't Prometheus have a horse swordsmen animation to go with his horse spearman animation? Not a fan of the RMK horse sword animation because again, they die strangely.
Which swordsmen skeleton? I believe I fixed that for spear/sword a long time ago. Could you describe the issue?
Horse death anim- I will look into that.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
fs_s1_semi_fast_barbswordsman
fs_s1_slow_barbswordsman
fs_s1_swordsman
They twist their shields when fighting so that letters and designs look strange, and long shields are also twisted to the side
Hoplites too with fs_s1_hoplite
Oh yeah. I meant only one skeleton be used for swords. Which is fs_swordsman_shield
These I spent the most time on, others I have not yet.
Suggested Skeleton Usage
fs_thp_f_spearman** all pikemen, has slight and perhaps unnoticeable bug but looks best
fs_thp_f_spearman_p** alternate if you happen to notice the unnoticeable bug
fs_RM_hc_swordsman ** horse swordsmen
fs_swordsman_shield ** swordmen/daggermen
fs_spearman_shield ** spearmen
fs_RM_hc_archer ** horse archers, warning may not work with some models which have large shields
fs_RM_javelinman ** javelinmen/pilummen
fs_archer_sidebag_right ** archers
fs_2hsw ** 2h swords
fs_hc_glaive_swing ** horse spearmen
fs_s1_hoplite ** hoplites (a small animation rework to this)
fs_o_f_spearman ** alternate hoplites spear must be reversed from vanilla spear placement
fs_gladius** gladius users or short sword stabbing elites/imiatation legions
fs_2hsw ** 2h swords
fs_2hbill **l long polearm like units **naginta's,large 2h falx's etc (for falx's 2hsw may be better)
fs_hc_glaive_swing or fs_Prome_hc_spearman ** can use either (depending on preference) for horse spearman units
Last edited by z3n; January 22, 2014 at 05:26 PM.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
Hello, which skeleton should I use for 2 handed spearmen? I mean, not hoplites, just like a single standard spear but thrusting with it while holding 2 handed. I'm going crazy, can't find them anywhere
You could try fs_thp_f_spearman_p.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
Tried that skeleton. Combat animation looks wonderful, problem is when walking. They walk as if they were in phalanx mode, even after disabling phalanx attribute in export_descr_units. Run is ok though, any clues about this? Am I doing something wrong?
Oh, yeah, I know what's going on. That's actually something I put in to represent the combat situations better so that units actually placed their shields in front of them instead of leaving themselves open to missile fire. Plus I wanted to make things a little more strategetic. I think it should happen for units with shields except for skirmishers.
But I can put it back to normal.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
download sites don't work
spikewolf, they do. this one i downloaded from in particular just yesterday http://http://depositfiles.com/files/ti6lralfj
lol, im sorry, i doubled "http:" here http://depositfiles.com/files/ti6lralfj
Egh, I never did get around to adding alternate additions of the normal variety in terms of walking.
I'll get around to that today if all goes as planned and I don't get caught up enjoying my uh mods lol. Finally found discs again.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
z3n, could you please create running speed variants for a couple of the EB skeletons in your pack and also a vanilla one? If I'm not mistaken, the only thing you'd need to change is the running animation, in order to make it the same speed as the vanilla slow/semi_fast/fast ones (for consistency's sake).
fs_2handed: semi_fast, fast
fs_thp_f_spearman: slow, semi_fast
fs_2h_swordsman: slow, semi_fast, fast
I will look into it.
The AI Workshop Creator
Europa Barbaroum II AI/Game Mechanics Developer
The Northern Crusades Lead Developer
Classical Age Total War Retired Lead Developer
Rome: Total Realism Animation Developer
RTW Workshop Assistance MTW2 AI Tutorial & Assistance
Broken Crescent Submod (M2TW)/IB VGR Submod (BI)/Animation (RTW/BI/ALX)/TATW PCP Submod (M2TW)/TATW DaC Submod (M2TW)/DeI Submod (TWR2)/SS6.4 Northern European UI Mod (M2TW)
Would it be possible to add that shield wall animation to the s1 hoplite skeleton?I've been doing some stuff I found pretty cool for animations w/ CATW, so I'll release an update eventually.
edit:
By 'cool' here's an example for RTW or Alexander executables (no shield wall ability activated). I figured out what the developers did when creating that effect and attempted to recreate it in what ways were possible. There are other small improvements, among these but I don't want to make video's for them since it would take a lot of time to compile everything.
https://www.youtube.com/watch?v=usef2UX9GjY
link is dead. Anyone who could upload a new one?