thanks for the reply!
it seems to me that if I don´t do that, I always have to wait ages for usually ca. 2k shaders to load the first time I decide to manually fight a battle
thanks for the reply!
it seems to me that if I don´t do that, I always have to wait ages for usually ca. 2k shaders to load the first time I decide to manually fight a battle
a quick question regarding the shader cash - do I have to make it from the menu every time I launch the game?
I thought that if I do it once, it´s fine, but it seems it has to be repeated after each relaunch of the game (e.g. after a crash and such)...
congrats on the release!
whut? is it the one created by me?
Moddb.com
I don´t remember having issues with that :/
was it really supposed to be that big?
great job!
hi, could you please add some ingame screenshots?
looking fabulous!
maybe, I would consider adding a polygon or two to the curve below cheeks (frontal part of the mask, the area above hoses). now there is a rather easily visible edge but it looks rather smooth in the source picture.
otherwise I´m a huge fan of your work - looks nice and is very reasonably polygoned :)
great to see you continuing creating new models!
thanks kindly for your answer :)
yes, I´m using the item set to get the bonus spellcast chance :D
actually I can´t trigger it in melee neither. does it have a particle effect? is it enemy based (only against large/living/advanvced)? does it make sense to give it to monks who have "specialization" in throwing weapons? cause you´re then basically forced to not using one of the class rather unique features.
I found some kind of editor yet it is meant for the base game so it doesn´t really work with your game unfortunately (it mixes up the skills completely) :(
a question/bug report:
A) which class has arcane magic? so far I wasn´t able to find one :/
B) the "Shatter palms" monk skill doesn´t seem to work. I tried it against buildings, units, with ranged, melee attacks and not a single proc despite investing all skill points into it.
C) how diffcult is it to create my own hero class and implement it into your game?
thanks for answers, you´re doing a great job! :)
yep, you can also tag our mod in description :)
thx
thanks, gonna address that in a patch.
definitely is - just open the Factions.xml and change the number in the line <Space_Tactical_Unit_Cap>20</Space_Tactical_Unit_Cap> to whichever you want ;)
no way! you managed to change the FoW checker pattern?!
jeez, I was searching for it in the files for so long, even downloaded a hex editor and dug into the game .exe itself, yet without success :/
thanks for sharing!
holy moly, great job!
oh, I just thought that this one would look nicer, but you´re right it doesn´t make nay sense :D
Thanks for feedback ;)
well the cannon itself is super poly-efficient: has only 600 polygons (even with the cables) :)
the 5k is the entire scene, where majority comes from the high-poly model (way too detailed for RTS; used for creating the ambient occlusion).
and the texture...well it´s a 512x512, you can´t get much detail into that but imo it fits the distance from which units are usually viewed... but both of that can be edited, as Fedor did for his mod.
nice! if you decide to implement the heavy version (Grav Cannon) as well, you can pretty much use my model ;) Moddb.com
Fedor_Russia has even implemented it ingame already Moddb.com
fantastic concept!
holy moly, that´s pretty huge!
just do not forget to set correct smoothing groups for the fronts of those "bubbles"/hemispheres/simply the round parts of the hull.
Seregruth
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