black_imperator
Deity
- Joined
- Dec 4, 2005
- Messages
- 2,014
hmmm that's weird, it shouldn't appear before trade. As for the terrain damage thing, i don't think we have that option.
Make my Mages actually sit and spend their pants in the Towers instead of roaming the wilderness! Ahaha! Mage held for 20 turns on the plot, when you cannot even choose him, and suddenly you need him on the border - and sorry, he has got 12 turns to go yet! Ahahaha!
Also, if people are interested, we're looking for help writing diplomacy lines for leaders missing them (and also for rebalancing the leaders ai diplomacy values, i've written a guide on how to do it in the download).
If you are still interested in getting custom skeletons into the game I could have a try on your files. I managed to get some in-game in the past using Blender and NifSkope and I remember that some settings in the kfm/kf files had to be adjusted using NifSkope.Good GOD, 3D Max is *SUCH* a crappy program. I don't know *HOW* it became a "standard."
I've about given up on putting custom models in game. I finally managed to get one in game, using a non-standard rig, but of course, the animations don't work and the archaic design of Max, I can't figure out something as simple as adding a bloody texture to a model, when in Maya it's just a few, simple clicks.
We may be resigned to only using humanoid models, as I can bind models to skeletons and export them from Maya to have them work in game.
If you are still interested in getting custom skeletons into the game I could have a try on your files. I managed to get some in-game in the past using Blender and NifSkope and I remember that some settings in the kfm/kf files had to be adjusted using NifSkope.
At least with Blender it was the case that the exported animations had some settings changed which gave Civ4 problems using them. Could be fixed with NifSkope though. So maybe Maya does something similar that can again be adjusted using NifSkope.Thanks. I'm still messing with Max 8. I bought it years ago, but never really liked it, so I stuck with Maya. I haven't quite figured it out yet. I can get a skeleton in game; it's the animations I'm having problems with.
I've just been spending way too much time at work to have a chance to sit down and mess with it.
I am using your Female Trooper model for Feris, though. With a few modifications and new textures.
Thank you very muchHello AoE team. I was lurking for quite sometimes but this project is so good i can't helped but to register and says congratulations for keeping this modmodmod+ alive and i'm really appreciate all your efforts in fixing bugs, adding new features and whatnot.
Those should be a bit old and might not work perfectly. I could update them if there are people interested in them.There are a few things i wanted to ask about, the first is modules. Currently i'm playing the SVN version with:
Advanced workers
Saila the Everchanging
Lizard art fix
Keepers of Noggormortha
Werepyre
Populated Cottages(might be the only modules from old RiFE that still works)
And all of the default active modules.
Same as the others you mentioned, JotnarL is based on an old version of RifE/AoE so has compatibility issues, but since it's much larger than the other modules, it crashes more easily.So far, everythings work perfectly for a times. But then i tried to add a Jotnar modules (JotnarL by LPLate). Then it gives me CtD every single time i try to start a custom game. Even after i disabled the module and deleted it. I end up delete the entire AoE folder, let it rollback all the files and solved the problem.
deleting the cache folder would probably be a good idea ( it's in C:/Users/User/AppData/Local/My Games/Beyond the Sword/)My question is, is there any other place do i have to look at and clean up whenever i install/uninstall modules other than the modules folder itself? And what does "Update schema files" in the module manager do and do i have to use it?
the jotnar module that's included in the download is an ongoing clean-up and rework of the jotnar civ. At this point, it should not cause initial crashes, but may not work very well.And those two inactive modules apart from Jotnar, the Loyal Corrupt and the MPL. What are those?
i need to look into the pegasi, they do have a tendency to flee a bit too much. as for the flying ability, i think it was an autrin-only ability at some point. I'll look into it.Now to the bugs(or not). the flying horses are very annoying because it can flee even from a 0% withdrawal chance battle. Back then i remember have to set up 8 animal hunting galleons and trap all tiles around the horse to capture it much like when i try to kill Loki. I never hunt them again in the latest version but is this intentional or a bug? And i saw some sort of flying mount promotion in the pedia that make it sounds like i can attach a pegasus to other unit and grant them flying ability. But when i caught it i can't do anything like that(can only create flying mount stable building). So is this ability in or currently just a placeholder?
And lastly, i saw some talk about mercenaries. In the latest revision and even a button to hire them directly instead of waiting for a pop up(i did get it quite frequent). Did i got it wrong? And if not then where is that button?
That's all my question for now. Also, apologies for a wall of text and bad grammar.
Mounting a unit on a pegasus still is austrin-only.as for the flying ability, i think it was an autrin-only ability at some point.
Those should be a bit old and might not work perfectly. I could update them if there are people interested in them.
Once you get the Trade tech, a new menu appears on the top left part of your screen. It lets you recruit mercenaries. I'm interested in some feedback about them since i didn't get much and it can be quite unbalanced.
I really loved that they always happen to flee. It is not that difficult to kill them though if you figure it. You will need two units. The horse will always flee once, but it cannot flee twice a turn. So that is a cool feature. As I said, you have two units, the second one with two tiles movement points left. So you hit it with your 1 unit. The Pegasus flees one tile. You reach it with your second unit and destroy it. If your second unit has a Subdue Animal, you gain that Pegasus.
(btw could you lower the Subdue unit chance from 100% to some 30% or even 25% as MoM had please? That might be more realistic)
You're welcome ! ^^Hello again and thanks for the replies
Alright, i'll take a look and put a link on a more updated version when i have some time.Please do! Alot of modules are either hit and miss that's why they should stay in modules form but all of them have interesting idea and offer a nice alternate take on some mechanics.
It's based on a modcomp that was around for civ4 for a while by TheLopez and Strategyonly.Took me a while to find it and doing some testing, really nice idea. Didn't want to compare but JFD's Mercenaries mod from CIV V is extremely similar to this both in form and function and that's not a bad thing, considered how long this mod and engine has aged.
Ps. can you add confirmation box when you are about to hire a merc? or atleast a better visual cue. I try to find information on that particular merc and end up hired him by accident because i didn't know i have to click at the picture. The whole merc's infocard gave me an impression that i could click it to view the info but somehow couldn't.
ok, i see what may happen with that, i'll take a look, thanks for the report.I got a bug with Triforce of courage items. Its main ability is to let the holder act as a commander up to 2 units. But any unit that hold this Triforce once will retain this commander ability for the rest of the game, no matter they still have it or not.
i'm not fond of having the tower of eyes claimable as a fort, but i do agree that i'm gonna probably change the rinwell island to work like the Pyre instead of a fort.Another bug is about the Rinwell island. It is claimable and act like a fort after you done explored it or your culture reached it or something. The thing is the fort commander doesn't have a waterwalk promotion and will instantly disappear/popup at nearby lands at the start of the next turn. My suggestion is to just scrap this fort mechanic for the Rinwell if it's too confusing for the computer. On the otherhand, In Derf's Ashes modules thread there is already 'Fortifications' module which is a merge of claimable Tower of Eyes and Rinwell island fix. You might want to update and migrate into AoE proper.
it appears alright in my games somehow.Mount Kalshekk unique feature never appear even with all unique features on.
i'll see about fixing it.Ah and the Jotnar module is currently unplayable for me. Gives ctd every time and have conflict report in modules manager when there isn't a single module that conflicted with it. So i keep my hand off it for a time being.