Its basically finished.
Factions: China, Russia, URE, UR, Bandits, Grand Caliphate, Guerillas, Africa.
Its basically finished.
Factions: China, Russia, URE, UR, Bandits, Grand Caliphate, Guerillas, Africa.
Command regiments boost strength of nearby units.
The attack dogs excel vs. infantry.
Campsites give a little supply zone and does not need to be placed in a supply zone.
There's this: Discord.com
But I don't really use it.
Yeah, just post the reason for the crash. It might be sound related.
The ending was unexpected. I really ought to pay more attention to dialogues.
Yeah, its basically done. I don't plan on adding anything to it.
Just name the Data folder to something else, like Data CC. This will deactivate the mod. Then, you change the mod you want to Data. Then you can have multiple mods at once.
Be careful of the space used, however. Having multiple mods hurts space a lot if there isn't much available.
Sorry for the late reply, but yes it does.
Well, it completely decimated the Europeans/Americans who then came back after using the shield op. So, I think its fair.
I love the sniper rifle.
I see you have a trigun. Is that supposed to be handled like a pistol? It would seem a little weird with the two-handed animations, unless there is mass recoil.
The green units are for the Guards HQs and are Guard units. The tan/brown are regulars.
Yep, to give the faction more distinct favors.
Added these lines as you suggested. After some changes, it worked.
I'll credit you for the fix.
The missile trucks and music are both fixed for the next version. However, the next version is a major update so won't be out for a while.
I just fixed the Chinese battleship's name.
Also, I completely changed Russia's music to better fit the faction. It is more orchestral. It also works.
Furthermore, the next update will use less memory resources (Speeding up load times) and major AI revisions.
I also added bandit thieves (Steal money) and dogs (Although each faction gets dogs now, Bandits have the ones with highest attack). Also changed the Bandit Nuke Trike into a Truck (New model) so its more unique.
I am hoping to add the Middle Eastern faction (Grand Caliphate) for the this update so that's why its taking a while.
Fixed the rear lights. I'm still looking into the shadows.
I think I increased the courage already for the next update.
I'll look into the balancing.
Congratulations on the release!
I placed the node point below the weapons so I think they disappear when they are prone.
But yeah, maybe I could make the light a little bigger.
It too longer to get the right angles than doing the models and coding!
I attached a lightnode to the model and then added in the spotlight code to the unit. Basically, I copied how the spotlight code was used.
I also made a unique light model, via effects, for each since I had to adjust the alpha a bit.
Good to see the mod alive again!
I guess the Chinese use the J-15, based off the SU-33, so that would be most historically-accurate route.
Good to see your still working on this.
Shadows are a bit of a problem because I usually stick to shadow models from the original game (I don't know how to make new ones). Unfortunately, there are no shadows for motorcycles in the original game and so the new motorcycles don't have shadows. Plus, there's nothing really close to the same shape I can use.
I can probably make a new flash model and scale it down a bit for them.
I'll see about nerfing the ships some.
I believe I have resolved this World War mod issue. I tested the solution and I ran through several moves without any crashing.
Again, thanks for bringing these to my attention.
Oh, I see the problem now. That will be far easier to fix.
Edit: Fixed.
Please let me know of any other bugs you encounter.
Are you talking about the portrait being the actual unit in the UI?
All the commandos have that issue right now. The issue is that rigging new UI faces for them will take considerable time. It probably won't be fixed until the next major update for this reason.
Thank you for your feedback.
I have fixed the Bandit Hideouts and reduced the damage from the special op. weapons. I'll run some balance tests on them and hopefully have a patch up in a couple of days.
Edit: Tested new damages. They won't kill units outright now, but will cause them to go into red health.
I tried something new with them in 0.50 and accidentally broke them.
Version 1.00 has the airborne HQs and mortars restored.
It costs 1000, less than the usual 1200 for offensive ops, since it can be still shot down.
Yes, I'm trying denizen-only for China and Europe. China gets a free six-member guard regiment for all their buildings to replace MG towers (For some diversity). Europe will get 4 drones as denizen.
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