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Total conquest 3
Total conquest 3






total conquest 3

Though I guess that falls short of a TW (basing this on Rome TW) quite a bit. A WH4k DoW-style (or maybe CnC style) territory like map (without any real interaction apart from attack this thing now) should be doable with the very wip campaign infrastructure patch. We don't have definitive plans in this area but the "strategic map" we could have for campaigns would be largely less important than in Total War:Rome II for instance (I never played Medieval 2, sorry) Probably not a fully featured turn-based over-world campaign.

total conquest 3

What errors do you get ? I wrote a script that generates skeleton files from dae files. So with a 0 cost you change land units to flying units.Ībout anims let me know.

#Total conquest 3 Patch

There was a patch in #3177 that did just that but apparently it was the wrong approach.ĭelenda east does just that. Is there a stealth mechanic or any way to make units invisible? There is a faction in Hyrule based entirely around hidden and stealth units, which might not translate well into 0AD if there is no way for units to become invisible. If those units had 0 obstruction it could work but that would mean they might be able to go through other stuff. You could try to play around with templates. You can add as much civs.json as you like. Is there any kind of limit to the number of civs that can be loaded into the game at once?Like other games in the Total War series, Hyrule Total War has a much larger number than most RTS' games: 20 playable factions and a dozen NPC Undying Nephalim I thank anyone for their replies, and I hope I can come back to 0AD soon. Sometime in the next week or so would anyone be able to show me steps or check my files so I can figure out this last step? I've managed to import and get just about everything static into the engine fine, but I'm still having trouble getting my animations in. Is there any plans, even if it's far off, for a turn based over-world campaign similar to Medieval 2? I'm willing to completely ditch this feature, though many of my followers are wondering if 0AD would ever have such a component. Might it be possible for a UI to pop up at the start of a match that lets a player pick between different heroes that give access to different units and technologies? I notice sub-factions and things of that nature in the civ. There are priest in the game, but are there any other plans for religion based mechanics? Is there any diplomacy component planned for 0AD? Nothing complex, just the ability to maybe ally with AI's during the middle of a match? Similar to Age of Empires 3, is there currently or future plans for map based NPC buildings that can be bought or allied with to get access to new units?

total conquest 3

I get the impression this is possible, since siege weapons can pack and unpack, but is it possible for a unit to switch forms with a transition animation in between? There are quite a few flying units in Hyrule: Total War, and I'd like to give an ability that allows them to switch between grounded and flying modes. Is there a stealth mechanic or any way to make units invisible? There is a faction in Hyrule based entirely around hidden and stealth units, which might not translate well into 0AD if there is no way for units to become invisible. Similar to the first question, is it also possible to make it so certain units can move through trees or forests? Is it possible to make certain land based units able to move into water? Even better, can moving into water trigger certain animations instead of just walking and idling? There are several aquatic races in Hyrule that have the ability to cross deep water, this would be great if it could be done in 0AD. Is there any kind of limit to the number of civs that can be loaded into the game at once?Like other games in the Total War series, Hyrule Total War has a much larger number than most RTS' games: 20 playable factions and a dozen NPC factions.








Total conquest 3