Maybe I didnt install the new build right, but I seem to missing the interface for BUG of at least the icons. Also pink squares cover up the enhanced combat odds mouseover. Leonardo's Worksop art and button are missing as well. Maybe I'll try to reinstall with the methods mentioned above.
That's missing art. You need to copy in the entire art folder, the sound folder, the wolfshanze.fpk, and the gamecore from WolfRevolution into the assets folder of BST. Of course, thinking about it, it probably would just be easier to rename WolfRevolution to BST, and just extract the ziped alpha build to the same folder, and selecting yes to all when asked if you want to overwrite.
Haven't actually played it, just poked around in world builder. I noticed that the SAS doesn' have paradrop animations (or the Special Forces) I should be able to attach it to the SAS, not sure about SF. And the button for Legio X actually has wrong model on it. I think that wouldv'e been a button for companion cavalry if you had added that. I'll make a button using Legio X model.
Any button you want to make, that's cool by me, I'll definatly add them in. Thanks for doing that, I'm scared to do art
. As for buttons, I have a request, I need buttons for the pathfinders. I was thinking basically just the various ethnic explorer buttons, but instead of a sword or whatever, have a musket in the background. Oh and also the Royal Galleon needs a button.
Enlightened didnt make the this build? Is it on the board for beta or is it getting thrown out?
It's in there. Just isn't displayed in the Sevopedia. In the process of correcting that right now. Also going to fix the issue with unit naming... Just been lazy and haven't dealt with these. They are both merely aesthetic issues, so it's not important for the alpha builds, but since I know (or at least think I know) how to fix them, I need to get this done before the beta release.
Just got 3ds max working right again. If you still want to use Ansar warror, I will optimize the poly count down below 2000.
Couldn't use two replacements for the Knight. And I tried to get a balanced and cool way to include the Answar, but nothing just worked out from my perspective, so I think I'm dropping this. The Camel Archer though does frequently get voted as the crappiest UU, so it's getting buffed, rather significantly. It now gets a 25% bonus to mounted and melee units.
How are you going to address the AI and wonder units? Is there any precedence in the game for special attention being paid to a particular unit? On the rare occasion that Ive seen an AI warlord, the AI just throws 'em at you like that's the cool thing to be doing.
This is a complex issue. The AI actually does have ways of protecting high level units, but the issue is these only apply to a unit in a stack... Anyway, this is probably the tufest issue to adress, I am asking about it in the forums for help and what not. What I really hope is that Noque releases his source code for protecting high level units (basically forces high level units to only be in a stack). This thread is in the better AI forums, and his AI logic was still experimental last he posted, haven't seen a new post in that thread in 2 weeks, but I just posted today there, asking for any source code he has. Hopefully he's still around, and the AI logic is decent, if so I'm certain I can add in a small function to get the AI to view legends as high level units. Once i get the AI to consider legends high level that'll help alot, as they'll be protected and used wisely in the stack, but that's only half the issue... Which is why I'm really hoping that there is some code I can use to force high level units into stacks.
Edit:
As for playing it, so far I've just watched the AI play, and balanced things from there. I've started a game right now, and just getting into the mid classical era. The new unit stats make the early game much more dynamic, but harder, at least it seems to be.