It is just life issues , our free time is limited , we can't spend much time working on the mod lately, so the work speed is much lower than we all would want it to be .Dogukan said:
To be precise, I like all wings, but yep, we can end this like that .Wilk22 said:
Sure, if you prefer some biased one-sided articles over historic sources then you are free to believe whatever you want.Wilk22 said:
Simple put, hussars using only small tatar-like wings, are for me like vikings using only axes.Wilk22 said:
The time period is very wide. The mod aims to show military evolution from medieval feudal armies to professional armies of late Renaissance. Most advanced troops are from beginning of 17th century.The Bowman said:
I'm not sure if you agree or argue with me .YourStepDad said:
I agree completely. But AOCII time period ends in first half of 17th century (around Thirty Years' War period), so most of mid and end 17th century equipment and troops don't really fit well.Jaytaro said:
Again, similar situation, we don't plan to have any regular troops equipped with 'Karacena'. There will be hussars, but with early 17th century equipment.Jaytaro said:
The number by the name should be zero, unless you have models with additional frames like female version (skf_use_morph_key_10).9jakub9 said:
If you don't have any additional races defined then tf_orc shuld be 2 (tf_male= 0, tf_female= 1,tf_orc= 2), the number is not random, it's index of entry in module_skins.9jakub9 said:
La Grandmaster said:
Yes you have to add them. The entry points in scenes are not the same ones used in operations. In operations you are using index of entry in mission template, not the number of entry in scene.La Grandmaster said:
(47,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
(47,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
(set_visitors,50,"trp_mounted_walker_aryan",2),
(set_visitor,51,"trp_mounted_walker_aryan"),
(set_visitors,48,"trp_mounted_walker_aryan",2),
(set_visitor,49,"trp_mounted_walker_aryan"),
First, bayonets don't fit time period.Ruler of Calradia said:
(assign, ":nord_faction", "fac_kingdom_4"),
(store_faction_of_party, ":villages"),
(eq, ":villages", ":nord_faction"),
(assign, ":nord_faction", "fac_kingdom_4"),
(store_faction_of_party, ":faction",":villages"),
(eq, ":faction", ":nord_faction"),
(party_set_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type),
(party_set_slot, ":villages", slot_center_volunteer_troop_type,":volunteer_troop"),
#~ CD - Male/Female Begin ~
(try_begin),
(store_faction_of_party, ":faction","$current_town"),
(eq, ":faction", "fac_kingdom_4"),
(store_random_in_range, ":random", 1,10),
(try_begin),
(ge, ":random", 5),
(assign, ":volunteer_troop", "trp_nord_recruit"),
(else_try),
(assign, ":volunteer_troop", "trp_nord_female_warrior"),
(try_end),
(try_end),
#~ CD - Male/Female End ~
The Dark Robin said:
(assign, "$g_main_attacker_agent", "trp_slaver_chief"),
(this_or_next|neg|agent_is_alive, "$g_main_attacker_agent"),
(agent_is_wounded, "$g_main_attacker_agent"),
(assign, "$g_main_attacker_agent", "trp_slaver_chief"),
(agent_get_troop_id, ":troop_no", ":agent_no"),
(eq, ":troop_no", "trp_slaver_chief"),
(assign, "$g_main_attacker_agent", ":agent_no"),
It all depends how do you want the poison to work.Tüfekçi Başı said:
For "single use melee weapon" you have to unequip agent weapon (in ti_on_agent_hit trigger) after successful hit (inflicted damage);Tüfekçi Başı said:
Use add_missile operation in ti_on_weapon_attack trigger.Tüfekçi Başı said:
(troop_add_merchandise_with_faction, ":cur_merchant", ":cur_faction", itp_type_musket, 4),
Whats the point of releasing something unfinished?Nick_Mac said: