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June 24, 2009, 09:43 AM
#21
Re: Seleucid Preview showing the new Skins
Mayby stange but i like the peltasts
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September 21, 2009, 11:22 AM
#22
Re: Seleucid Preview showing the new Skins
Oh wow,cool. Light chariots...ouch....^_*.
I am trying to fix a bug with chariots where only 2 weapons are recognised-chariot+1 weapon of rider. If javelin on chariot when they run out of ammo they can't do anything..so we need a 'Chariot-spear' skeleton as for chariot javelins&swords,so Javelin/Spear&chariot would work..hmmmm.
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September 21, 2009, 11:54 AM
#23
Re: Seleucid Preview showing the new Skins
no if they run out of ammo they won't do anything at all...at least this is what i noticed during testing...
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September 21, 2009, 12:04 PM
#24
Re: Seleucid Preview showing the new Skins
True,we need Javelin to Spear somehow,even if it uses the Javelin attack data(primary weapon). If you have Javelin rider with second weapon as spear then the Spear should show when the javelins are used up???? Otherwise you're stuck with a useless rider when no ammo. A Heavy peltast/theuropori(spelling)type should work on chariot better as a test model to help??? I will try myself using diff models with javelin/spear,but I am no skinner so can't alter cas files etc. Maybe can trick the computer using pilium/spear also..???? I will see what I can do???
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September 21, 2009, 01:58 PM
#25
Re: Seleucid Preview showing the new Skins
i think it's merely hardcoded...but i will try .
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September 23, 2009, 01:31 AM
#26
Re: Seleucid Preview showing the new Skins
OK,I will work on this as seriously it is wasted the chariots without a secondary weapon use for missile-archer&javelin. I also think I broke the hardcoded limit for Recruitment Roster,I will confirm with Florin and others,but I am on 49 in recruit building roster with Huge City test model. Only stopped because I exceeded the DMB limit,lol... It is Harcoded Limits thread.
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