Exilian

Game Design and Project Resources: The Workshops Quarter => Mods, Maps & Game Add-Ons - The Bazaar => Rome - Total Realism => Topic started by: xeofox on September 25, 2016, 12:24:57 PM

Title: Saka
Post by: xeofox on September 25, 2016, 12:24:57 PM
The two main problems of nomads:
1) they are nomads
2) irregulars
The first words : do not use horned horses! Horned horses this funeral (and maybe a parade) rite !!!

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Maps from book "AN HISTORICAL ATLAS OF CENTRAL ASIA" YURI BREGEL 2003:
Spoiler (click to show/hide)
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 Why YURI BREGEL maps? As archaeologist I can say the information very fixed. But lot of holes in history. I try to keep not true but the faсts!
 All information about the weapons taken from the archaeological data:
 

 Saka (paradraya, tigraxaudā, haumavargā, para Sugdam). All are similar, it is possible to adjusted colors of clothing for  mod). Haomavargа sell narcotic herbs, and t tigraxauda worn on the  head  vertical sharp caps)
 
 Saka Foot Archers (+acinaces or sword orsagaris)
 Saka Spearmen (+acinaces or sword orsagaris)
 Saka Horse-Archers (+acinaces)
 Saka Riders(+acinaces or sword orsagaris)
 Saka Armour Horse-Archers (not metal armor), (it same with Saka Nobles)
 Saka Heavy Cavalry (not metal armor)
 Saka Nobles (Do not use horned horses**)
 Saka Late Cataphracts (The armor can be from parhia)
 Saka Armored Nobles (not steel armor or partially metal-single cases metal armor and helmet),(Do not use horned horses)
Saka women archer
 Saka with javelin

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misc:
Spoiler (click to show/hide)
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Massagetae
 Similar to Saka culture (probably more accurate weapons and clothing and first who started urbanization by assimilation)
 ...
 
 Armor of steppe tribes (a few cases) is applicable for the nobility!
 
 It should be noted that the described armor Saka in the armies of the Persians and Bactria, according to data issued in mercenaries from the local arsenal!
 Ie The main part of the armor was imported or trophies from neighboring states (Baktria, Sarmatians, China, etc.)
 Light Armor fabric felt, know of one instance finds wooden greaves.
 Known not high collars cuirasses. Do harezmiytsev known solid collar. Known metallic pectoral (maybe just a decoration).
 There is also one metallic collar oplech'e (found in the ancient city Chiric)
 
 
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 Images are taken from article of M.V. Gorelik "Saka armor", from the book "Central Asia. New monuments written and art" Moscow 1987:

 
Spoiler (click to show/hide)
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Photo from the personal archive. Reconstruction of Sakа sword and gorytus
 Samples from Krym  (https://www.facebook.com/krym.altynbekov)Altynbekov (https://www.facebook.com/krym.altynbekov) laboratory:
 
Spoiler (click to show/hide)
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Photo from the personal archive. Burials of nomads (kurgans). (And you can see the steppe)
Graves always (almost always) near to the river. The main theory is that the funeral of transferring dead body across the River to the other side:
Spoiler (click to show/hide)
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Recommendations for the creation of units:
Spoiler (click to show/hide)
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Pants and shoes are standard Scythian:
Spoiler (click to show/hide)
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My 3D work:
Buildings
Spoiler (click to show/hide)

Units:
Spoiler (click to show/hide)


not finished units (just 3D models without bones):
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Resources
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Title: Re: Saka
Post by: Gigantus on September 28, 2016, 12:40:56 PM
Quote
The two main problems of nomads:
1) they are nomads
2) irregulars

Here comes the devil's advocate: it's possible to create playable hordes (http://www.twcenter.net/forums/showthread.php?465246-How-to-create-a-playable-horde&p=14500741&viewfull=1#post14500741) in M2TW by shuffling some descr_strat entries and stuff. The principles and commands 'should' be applicable to RTW as well - anyone has an idea how to do the script part in a show_me script (really didn't have the need for it in M2TW)?

Edit: the script does not appear to be necessary, but that would need testing.
Title: Re: Saka
Post by: xeofox on September 28, 2016, 02:11:48 PM
Edit: the script does not appear to be necessary, but that would need testing.

Looks very interesting! If it posible then wiil be revolutionary progress in RTW engine! But urbanization? Nomads will be have some (personal) buildings tree?
And points for start? Forts, Campus?
Title: Re: Saka
Post by: Gigantus on September 28, 2016, 02:25:13 PM
The faction would start as horde - without settlements. Otherwise they will handle like a regular faction.

I compared the entries in descr_sm_factions and descr_strat of RTW and M2TW and the only entry that isn't present in RTW is the 'spawned on event' entry in descr_sm_factions. This relates to being able to spawn the faction via script if it isn't present at game start. Can't say if this is essential, seeing that the faction will be present at game start.

Otherwise the principle is surprising easy:
Create a faction with horde capability in descr_sm_factions (if new requires all the usual trimmings)
Add this faction and an army with a named character (faction leader) in descr_strat (just above slave faction), place the character somewhere on the map (valid spot, outside of any fort or settlement)
Move a random settlement entry (not the first one - that's the capital) of any faction into the regular settlement spot of this faction.

Start game as faction.

The random settlement still has the original garison assigned to it, this causes the settlement to immediately revert to the original faction at game start. Loosing the last settlement causes a faction to horde.
Title: Re: Saka
Post by: xeofox on September 28, 2016, 02:32:50 PM
The faction would start as horde - without settlements. Otherwise they will handle like a regular faction.
Is it posible?
And i think saka can be horde, but sarmatian can take one or two settlements (i don`t sure).
Saka -horde it will be wery good. In chigu city will be wusun!
Title: Re: Saka
Post by: Gigantus on September 28, 2016, 02:52:39 PM
I edited my previous post with some explanations, please check. It has never been tested if placing the army in a fort actually works but it could be possible.

The principle has never been tried in RTW and requires testing, but by the looks of it may be possible. I will try to modify one of the existing factions for this use, but it may take a while.

Bad news: Alexander does not accept the horde settings from BI - it's a no go. I converted scythia to a horde faction and moved one settlement and the two garisons into factiond - the first error that popped up was about the first horde line (do not recognize horde_min_unit) in descr_sm_factions.

Sorry guys, this could have been awesome. I guess it will work with BI...
Title: Re: Saka
Post by: ahowl11 on September 28, 2016, 04:53:09 PM
Unfortunately that's the only thing about the alx engine that hurts us. Other than that it's way better than BI
Title: Re: Saka
Post by: morfeasnikos on October 03, 2016, 08:41:01 PM
Very good units they fit perfect!
Title: Re: Saka
Post by: xeofox on October 03, 2016, 08:52:06 PM
Very good units they fit perfect!
Thanks comrade!
Title: Re: Saka
Post by: xeofox on October 05, 2016, 07:25:53 PM
Saka mithra temple
(here in this video my not final 3d work). (ENG)
Title: Re: Saka
Post by: xeofox on October 07, 2016, 03:49:04 PM
Photos from FB album of Elena Barinova (https://www.facebook.com/elena.venezia/posts/10207500394843355?pnref=story)
(National museum of Kazakhstan Republic) 32 photo
Spoiler (click to show/hide)

*I want to remind: Do not be tempted horned by horses for battle. Horned horses THIS funerary (and parade posible) rite.
Title: Re: Saka
Post by: Jubal on October 07, 2016, 09:34:16 PM
It's a pity that there's so little one can do with the "zoom in on city" feature in RTW, it's far too crude to do much with but it would've been cool to have everything funeral processions like that in.
Title: Re: Saka
Post by: ahowl11 on October 09, 2016, 08:13:32 AM
I think there is a lot of opportunity with the Saka, as we can make them into the Indo-Scythian kingdoms as well. Xeofox, what about some names? Also, what would be good as a faction symbol?
Does anyone know who did the research of the Saka for EB? Was it Arjos?
Title: Re: Saka
Post by: xeofox on October 09, 2016, 09:47:13 AM
I think there is a lot of opportunity with the Saka, as we can make them into the Indo-Scythian kingdoms as well. Xeofox, what about some names? Also, what would be good as a faction symbol?
Does anyone know who did the research of the Saka for EB? Was it Arjos?

Saka faction -we need info but we have accumulated data (here, twc and workshop folder). I hope it will be used. Besides units and new buildings, i hope to see in mod new religions (Mithraism), event: Wusuns inv. also. The text for faction info need corect. The symbol (from archaeologycal) frequent - deer.
"Indo-Scythian kingdoms" - many nations? Saka - it`s not one nation. "Saka" -collective name. Names in current mod wery intresting, but i don`t found in list real saka name like:
Anacharsis (Anarys), Shirak, Zarina, Tomiris...
And About Zarina. It`s intresting situation. In mod saka Capital it``s ChiguChen(Chigu) but it was Wusun Capital and we use this point like Saka point before Wusuns Came in mid of 2 bc. But Zarina saka queen was in Roxanaki (Roksanakae (?)) city. Where this saka city was- nobody know! One theory -on the shore of Syrdaria.
Title: Re: Saka
Post by: Gigantus on October 09, 2016, 01:27:12 PM
There are nine more faction slots available....
Title: Re: Saka
Post by: ahowl11 on October 09, 2016, 05:01:52 PM
What?
Title: Re: Saka
Post by: Gigantus on October 09, 2016, 06:28:37 PM
My apologies if I mix\mess up stuff with M2TW - there you have a max of 31 factions in the descr_sm_factions file. You got 22.

Edit: just checked (http://www.twcenter.net/wiki/Hardcoded) - appears you got the max for RTW. Arggghhh, this is frustrating.
Title: Re: Saka
Post by: xeofox on October 11, 2016, 12:22:53 PM
About deer
Deer- symbol of scythian tribes. This video  "The Scythians. The mystery of the Golden deer" (RUS) have a maps.
Deer- universal (widespread) symbol for scythian (saka) tribes.

In video:
Map of deer finds (3:40)
Burial (6:60)
Dress (11:00)
Map same cultures (14:20)
Sattlement (13:40)

Title: Re: Saka
Post by: xeofox on October 14, 2016, 08:58:35 AM
About slave.
Slave in nomadic army it is unlikely.
Slavery begins to rise in urbanization (primary for hard work and sexual entertainment). An army of slaves was formering when large military campaigns (for example Huns).
Ancient steppe nomads don`t used slaves (used but sporadic and unknown case).
Slave was (not for arrmy, not for work) - but like for sale and Exchange (sale to neighboring folks and tribes). Or for execution (political, personal animosity etc)


About saka army bonus in mod.
The main things for saka it is arch and horse.
Maybe need to make big radius shooting of archers? or (and) shooting accuracy? or (and) horse rejection (maneuver) from the enemy?
And horse speed (nomadic women horse archer)?
What do you think about bonus?
Is it posible?
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 14, 2016, 03:10:39 PM
Yes those bonuses are possible: we can increase the range, accuracy of their arrows. Horse speeds can also be increased. But I'm not usre what you mean with horse rejection. Do you mean improved skirmish mode? If so that's possible too! :)
Title: Re: Saka
Post by: xeofox on October 14, 2016, 03:24:45 PM
Do you mean improved skirmish mode? If so that's possible too! :)
I mean fling off one's pursuers (avoid hitting the enemy). Run to distance then enemy came. Maneuver of keep the distance)))))) sorry for bad english
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 14, 2016, 04:33:31 PM
Well yeah that's possible, there is even a way to make them avoid corners of the map automatically :) Also what range would you give them? Currently the range of horse archers is 15-160-170m Steppe foot archers have a range of 250-260m. Furthermore, will all horse horse archers get a speed bonus, or only the female horse archers? Btw: will these bonuses also apply to foot archers or units shared with Sarmatia? if so we'll have to make two separate units if we don't want to give Samaritan units the same bonus.
Title: Re: Saka
Post by: xeofox on October 14, 2016, 05:38:32 PM
Well yeah that's possible, there is even a way to make them avoid corners of the map automatically :) Also what range would you give them? Currently the range of horse archers is 15-160-170m Steppe foot archers have a range of 250-260m. Furthermore, will all horse horse archers get a speed bonus, or only the female horse archers? Btw: will these bonuses also apply to foot archers or units shared with Sarmatia? if so we'll have to make two separate units if we don't want to give Samaritan units the same bonus.
I think it`s not my choise. Same bonus easy but not good. We need balance and i just suggest. I`am not specialist of code and balance :) For example: It can be like this: Saka radius shooting and accuracy, sarmatian also can have bonus: damage by arrows and cavalery (?) Horse archer speed for saka women, and for sarmatian women... i dont know maybe speed of
Maneuver (?)
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 14, 2016, 06:38:26 PM
I will increase the accuracy of steppe (horse) archers, for the saka women someone would have to make a horse skeleton with increased speed and steppe (horse) archers already have the highest range.
Title: Re: Saka
Post by: xeofox on October 14, 2016, 07:07:58 PM
I will increase the accuracy of steppe (horse) archers, for the saka women someone would have to make a horse skeleton with increased speed and steppe (horse) archers already have the highest range.
If it`s problem let`s not to do! For saka female can be accuracy -not radius. Rdius and accuracy for mans.
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 14, 2016, 07:31:04 PM
Well it's not a problem because skeletons can be edited
Title: Re: Saka
Post by: xeofox on October 14, 2016, 08:07:02 PM
Well it's not a problem because skeletons can be edited
If it`s posible and No one is against...

I want to chage some animation for women horse archer. Is it to dificult to add it in the mod?
Title: Re: Saka
Post by: xeofox on October 15, 2016, 04:56:53 PM
New and old textures for  few nomad models:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Saka
Post by: ahowl11 on October 17, 2016, 09:02:05 AM
Saka Current Roster:

Barbarian Peasants
Runaway Slave Spearmen
Steppe Archers - Done
Steppe Elite Archers - Delete
Herdsmen
Barbarian Cavalry
Steppe Horse Archers - Done
Saka Noble Women - Done
Saka Lancers
Saka Horse Archers - Done?? Looks the same as Yuezhi
Barbarian Chosen Warlord
Yuezhi Horse Archers
Title: Re: Saka
Post by: xeofox on October 17, 2016, 10:03:34 AM
This what can i do with models and texture:

Barbarian Peasants - change model like  steppe horshe archer ( i'll remade new one without arch and new texture it easy) or just ne texure
Runaway Slave Spearmen -rename Saka Spearmen (need new model)
Steppe Archers - Done
Steppe Elite Archers - need to Delete
Herdsmen -               saka light cav (need new model) and rename to light cav (why rename becouse all saka mans is herdsmens)
Barbarian Cavalry   need new hat for model (+texture: hat and shield)
Steppe Horse Archers - Done (Can be renamed - like Saka rider (?)) need to correct texture (hair)
Saka Noble Women - Done                need to rename Saka Women
Saka Lancers done (but can be renamed Saka haevy cav (?)) need correct texture
Saka Horse Archers - Done?? Looks the same as Yuezhi - need chaged model from Steppe Archers but with new texture
Barbarian Chosen Warlord  need to change like Herdsmen (new light cav) with new texture
Yuezhi Horse Archers - done

*fast
*not soo fast
Title: Re: Saka
Post by: ahowl11 on October 17, 2016, 10:05:45 AM
Steppe Horse Archers are a generic unit. Not special for Saka.
Title: Re: Saka
Post by: xeofox on October 17, 2016, 10:15:05 AM
Steppe Horse Archers are a generic unit. Not special for Saka.
no problem! and lancers don`t need rename i think not important (?)
Title: Re: Saka
Post by: ahowl11 on October 17, 2016, 10:25:59 AM
the lancers are the cataphracts you are making?
Title: Re: Saka
Post by: xeofox on October 17, 2016, 10:41:42 AM

lancers and Barbarian Chosen Warlord it well be new  model (one model few textures -but not now).
Current lancers can be renamed to "Saka Late Heavy Cavalry" or "Saka Heavy Cavalry" or "Saka cataphract"  (?)


Important:


ok delete barbarian cavalry from steppe.
herdsmen - need to rename and new model for saka    or   delete for saka (in real each saka is warrior and herdsmen - the name "herdsmen" in nomads tribes faction sounds funny )
delete
Runaway Slave Spearmen or rename and new model for saka. (NO slaves for saka)
rename Women Saka
Steppe Elite Archers
delete it
Saka Horse Archers
need chaged model from Steppe Archers model but with new texture.

You need make deleting and renaming and change Saka Horse Archers model.
another work after next release.I start work with all correction now.
After that i`ll made cards.
New saka models will be after next beta.
When we finish with saka next will be sarmatians.
Title: Re: Saka
Post by: xeofox on October 23, 2016, 08:04:53 AM
I waiting answer form proffesor Sergei Yatsenko (review of current saka units). But few other specialyst of early iron age don`t like the scythian hats. Can be i change the hats, and yuezhi will be without hats (it will be one new model) new hair model with tape. Cata need few fix of texture. and posible to fix all sagaris (rotate?) need to check. And "blue" color of foot archer wil be changed.
Title: Re: Saka
Post by: ahowl11 on October 23, 2016, 09:59:12 AM
Do whatever is best!
Title: Re: Saka
Post by: xeofox on October 24, 2016, 09:19:33 PM
New saka symbol...
Issyk (unusual) from golden man dress.
Shilikty deer -from Shilikty saka burials (more stereotypically) and argali.
Tasmola early nomads
Uigarak (stereotypically but unusual) close to Chirik
(https://s20.postimg.org/72224no3x/all.png)
Title: Re: Saka
Post by: ahowl11 on October 24, 2016, 11:09:39 PM
I like 2shilikti but it needs a better texture for the background. The background needs to be similar to the other RTR symbols.
Title: Re: Saka
Post by: xeofox on October 25, 2016, 09:43:29 AM
I like 2shilikti but it needs a better texture for the background. The background needs to be similar to the other RTR symbols.
(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-10-25_14-40-44_zpsfnzjp4ve.png)

(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/saka_symbol_00_zpsnfhqgee0.png)

?
Title: Re: Saka
Post by: ahowl11 on October 25, 2016, 04:38:01 PM
Perfect. Now it just needs to be made into all the different sizes as well as UI, faction banners, captain cards etc
What's the rgb of that red color?
Title: Re: Saka
Post by: xeofox on October 26, 2016, 08:11:48 AM
What's the rgb of that red color?

177,34, 39
or
184, 59, 66
or
202, 53, 57
Title: Re: Saka
Post by: xeofox on October 27, 2016, 01:55:41 PM
Need to change text of faction (i am not good translator):

  The Saka- a mysterious and free people of the Eurasian Steppes. Maybe they were the same as the Scythians, with Saka simply being the Persian name for them, or perhaps they were a completely independent steppe people- no one really knows for sure. Saka – it`s a horse, a bow and a boundless steppe- there freedom like wind, does not know  boundaries . What everyone does know is, that these people lived as nomads and became champions of this region's typical style of warfare. They were among the troops of the King of Kings Dareios during the Marathon campaign and became renowned cavalryman throughout the ancient world. The best known example for their clever and cruel rulers is the famous Queen Tomyris, who fought against Cyrus II the Great in a battle beyond the Araxes Rivers, in which the Great King was killed and his head cut off. One of these victorious tribes, which is synonymous *1 with the Saka, were the Massagetae. They were many in number, but details about the culture, religion and customs have been lost.
There were alliances and rivalries, and many Saka would form confederations, owning the steppes and roaming around Central Asia. One of these groups were the Parni, who became the founders of the Parthian Empire in the middle of the third century BC.
But now the Saka are shattered and divided, gradually disappearing completely. Will it be possible to assemble the tribes in the steppe once more? Will they become vital allies of the rising Parthians? Or exterminate the Sarmatians and move to the West? *2 Or will they gather in the East to reinforce their numbers there?*3 Their fate lies in the hand of the player- the Saka, nomads and the most terrible horse archers on earth.
__________________________________________________________________________
 
Need to:
Add words
Change
 
*1make interrogative sentence? And “synonymous” I think not best word.
*2
"go by sarmatian steps to west"
*3...."gather in the East  and go to south" (how it was in history) *2 and *3 -swap (first *3, second *2)
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on October 28, 2016, 01:03:00 PM
I noticed that the small version of the saka symbol looks blurry. Also the saka symbol doesn't highlight when it should.
Title: Re: Saka
Post by: xeofox on November 01, 2016, 01:31:47 PM
Today i found the answer! The alx engine can use horde but...

BI used it in descr_sm_factions.
Code: [Select]
horde_min_units                60
horde_max_units                100
horde_max_units_reduction_every_horde 20
horde_unit_per_settlement_population    300
horde_min_named_characters    4
horde_max_percent_army_stack 80
horde_disband_percent_on_settlement_capture    33
horde_disband_percent_on_settlement_capture    50
horde_disband_percent_on_settlement_capture    100
...
etc

Alexander engine have this comands but have "stubs" (stoppers) also:
(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/horde_alx_zpsawd5ln1k.png)
Title: Re: Saka
Post by: ahowl11 on November 01, 2016, 03:06:03 PM
So how do we get it to work
Title: Re: Saka
Post by: xeofox on November 01, 2016, 04:57:08 PM
So how do we get it to work
...need to try edit the EXE file, but I think this is illegal
Title: Re: Saka
Post by: xeofox on November 02, 2016, 08:34:29 AM
In the line (stoppers) - I changed the name of the variables (change "H" to "X") Horde=Xorde. If you delete something - EXE file crash (need to just change)
Now engine haven`t stoppers. Becouse it`s try to find new variables for stop.
(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-11-02_14-17-32_zps2lzmwwhw.png)

Alx (non STEAM only) - work!
After add code to saka (descr_sm_factions):
Code: [Select]
faction                        scythia
culture                        nomad
symbol                        models_strat/symbol_scythia.CAS
rebel_symbol                models_strat/symbol_barb_rebel.CAS
primary_colour                red 177, green 34, blue 39
secondary_colour            red 177, green 34, blue 39
loading_logo                loading_screen/symbols/symbol128_scythia.tga
standard_index                17
logo_index                    240
small_logo_index            254
triumph_value                5
intro_movie                    fmv/intros/barbarian_intro_640x480_bars.wmv
victory_movie                fmv/victory/barbarian_outro_320x240.wmv
defeat_movie                fmv/lose/scythia_eliminated.wmv
death_movie                    fmv/death/death_scythia_sand_320x240.wmv
custom_battle_availability    yes
horde_min_units                60
horde_max_units                100
horde_max_units_reduction_every_horde 20
horde_unit_per_settlement_population    300
horde_min_named_characters    4
horde_max_percent_army_stack 80
horde_disband_percent_on_settlement_capture    33
horde_disband_percent_on_settlement_capture    50
horde_disband_percent_on_settlement_capture    100
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_light
horde_unit                    horse_cataphract
can_sap                        no
prefers_naval_invasions        no

No error for descr_sm_factions, but some problem with slave:
(http://i47.photobucket.com/albums/f158/Xeo_the_Fox/2016-11-02_14-10-31_zpspzdtyapx.png)

Code: [Select]
ownership        slave, gauls, ge....

slave can`t be owners?
I think first step is good! But what to do next?
For slave need some code from BI?
Title: Re: Saka
Post by: ahowl11 on November 02, 2016, 09:10:43 AM
You can't give dmb entries as the horde units. Substitute the entries for barb peasant and see if it changes. Also you'll need to see what changes would be necessary in the EDU.
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on November 02, 2016, 09:27:38 AM
Maybe we could ask redfox to disable everything in his launcher except from hording. Maybe that way it will be stable :)
Title: Re: Saka
Post by: DCLXVIMRTRVEBLAKKOKKVLTDCLXVI on November 05, 2016, 08:10:15 PM
Xeofox, can you use a different interpolation to scale down the saka symbols? It's way too blurry right now. also, the saka symbol doesn't highlight when you hover over it with the mouse
Title: Re: Saka
Post by: xeofox on December 05, 2016, 12:10:38 PM
Saka heavy armor.
We talk about Chirik Rabad sample (#4) before:
(http://cs620629.vk.me/v620629278/9d6f/ROq7aGbppOc.jpg)

And now (2016) we have new samples:

(http://www.hostpic.org/images/1612051729280107.jpg)

(http://www.hostpic.org/images/1612051730290102.jpg)

(http://www.hostpic.org/images/1612051730540110.jpg)

Photo by (c) Zhanbolat Utubaev (https://www.facebook.com/utubaev.z?fref=ts)
Title: Re: Saka
Post by: Vrosivs Avgvstvs Rakvs on December 05, 2016, 12:41:56 PM
Great material xeofox, hope you had a blast at the expedition :D
Title: Re: Saka
Post by: ahowl11 on December 05, 2016, 08:21:46 PM
We need your help xeofox! :)