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My Gundam Mod!

Discussion in 'Civ3 - Creation & Customization' started by la_dav, Jul 11, 2005.

  1. General 666

    General 666 Culturebringer

    Joined:
    May 23, 2008
    Messages:
    1,284
    Location:
    skull throne
    I yet have the Deathscythe. But thanks for the link anyway. Has helped to ID the unit.
    I`ll have to take a look on the attack. Two different ones are supplied. So I must check why you are calling it unfinished. No promises can be given ,just checkin`

    Make sure that all your sounds have the format 22050Hz,16bit,mono ,or the game will not play them. About 50% of the sounds which comes with Sci-Fi units are in a wrong format. What is sad because their quality is above average ! So check `em !;)

    I will stay tuned for your beta ...:D

    Open a new thread makes sense !
     
  2. Codename:Gundam

    Codename:Gundam Chieftain

    Joined:
    Jun 18, 2010
    Messages:
    70
    Location:
    Betagre 3C, Catacomb 5
    Again, highly useful to know. I was unaware of their being that specific a sound requirement for units. So far I haven't had an issue with them, but at least if it happens, I'll know why and what to do. :)

    As for Deathscythe, I call him unfinished (even from what La Dav himself claimed) because the attack animations are... I suppose choppy is the best word I can think of. And... I dunno... the creator gave a fair warning for it before downloading, and MarineCorps kept it there, so I knew from the start. Just hoped it might be tolerable. I like efficiency, but I'm willing to let some things slide, at least for my first mod, you know?
     

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