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Messages - xeofox

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1
The Thermopolium - Communication & Chat / Re: The Bacchanalia Thread
« on: January 24, 2017, 04:38:56 PM »
Hi friends, I am very sad that I can rarely be with the team. I work in Atyrau region (sarmatians and parni motherland). ...not a long time at home now for health reasons (I am sick).


2
Rome - Total Realism / Re: Saka
« on: December 05, 2016, 12:10:38 PM »
Saka heavy armor.
We talk about Chirik Rabad sample (#4) before:


And now (2016) we have new samples:







Photo by (c) Zhanbolat Utubaev

3
Rome - Total Realism / Re: Bug report thread
« on: November 11, 2016, 07:59:41 AM »
Can you invert the spear of the original model then?
I long time don`t PULL and PUSH this model in my files looks good. I can give this model. Whats name of cas file?

4
Rome - Total Realism / FREE EXPEDITION TO SAKA MOTHERLAND
« on: November 11, 2016, 06:56:30 AM »
Dear friends in Almaty (Kazakhstan)starting the tourist expedition on Zhetysu. You have the chance to participate free. You only need to be Almaty.
Catering, accommodation free!

Monuments:The medieval town of Kailak,
Petroglyphs
and Saka burials Taldykorgan (secondary)
Bronze age petroglyphs of Tamgaly (UNESCO)
The medieval town of Talgar (Tal'hiz)
The city of the desert (Karamergen, Aktam, Agashajak) extreme part.
Saka burials Issyk (secondary)
Saka settlement Rahat (secondary)
*secondary (if possible)


Organizers: Tourism Department of the Almaty region!
Supervisor: Mike (Xeofox) Antonov
Welcome young scientists and tourist companies.The requirement to create an article in the print and Web editions etc (call to me)The expedition starts next week!
You must call to me by Skype: sakarauaka
Or phone: +7 701 352 34 00
Call as soon as possible (UTC +6)


P.S.:this is not a commercial advert!

5
Rome - Total Realism / Re: Bug report thread
« on: November 10, 2016, 03:24:36 PM »
I tried to fix the way nubian cavalrymen are holding their shield but I screwed up the model :P @xeofox can you fix this? My model is basically the Nubian infantry model with an inverted spear so it can use a different animation.

It`s problem with Skin modify (bones) i can`t fix it! 
Looks like my work (model from zero) after export to CAS! ;D

6
Rome - Total Realism / Re: Saka
« 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.


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:


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?

7
The Thermopolium - Communication & Chat / Re: The Bacchanalia Thread
« on: November 01, 2016, 07:25:05 PM »
This thrid lot time emty also!
Ok. I am stressed! Problems with real work now! Few days i will be in excavation of wusun burial (i hate wusun burials). This work without
payment. It is my duty to save the cultural heritage. If you want to then I'll post a photos.
At the heart sucks. Health is not the best. The work is not.
Many people came to forum, but few people do something. I suggest to make RTR pages in social networks FB VK(rus). Can bee news and screenshots.
And now music from my soul:

8
Organisation and Coordination / Re: Boosting activity and comradery
« on: November 01, 2016, 07:11:48 PM »
Good idea!

9
Rome - Total Realism / Re: Saka
« 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

10
Rome - Total Realism / Re: Saka
« 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:

11
Rome - Total Realism / Re: Minor Cities Project
« on: October 31, 2016, 07:10:43 PM »
About Rakhat (modern toponym, but known elite saka (posible tigraxauda) settlement).
Photo (from video). I can`t show the video (copy rights)
Spoiler (click to show/hide)

map
Spoiler (click to show/hide)

12
Rome - Total Realism / Re: Nomad Buildings
« on: October 31, 2016, 06:41:17 PM »
One more simple way.
For nomads we can make renaming and change image + icon.
It will be two or few levels of simple building. First level we can call "Yurt" second "house".
For example:
1 Lv. Yurt of smith.
2 Lv. House of smith.

?

13
Rome - Total Realism / Re: Nomad Buildings
« on: October 31, 2016, 08:07:01 AM »
Hording is not possible in our mod sadly :/
Let`s Some events at start?

14
Rome - Total Realism / Re: Nomad Buildings
« on: October 30, 2016, 08:05:02 AM »
If nomads start in game with cities we can:
Event window " Welcome to Seminomadism time. Bigest part of Nomads army in stepee but have few cities" etc
or two Event window "you captured the city..." chigu and kasia )
Maybe try to make a revolt in the cities at first turn for show the step from nomadism to seminomadsism by  capture.

15
Rome - Total Realism / Re: Nomad Buildings
« on: October 30, 2016, 07:51:27 AM »
or more simple:


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