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@Bzik
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| Bzik | Date: Thursday, 12/January/2012, 7:31 PM | Message # 61 |
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Baron
Group: Checked
Messages: 43
Status: Offline
| Quote If you want it to be applied only to a certain type off weapon, then it needs to be declared in the MD for that particular weapon type ( We need a list off all weapons (kinds-types) in C2.!) Yes, just imagine - units gain bonuses in certain areas - if same unit shoots efectively, becomes more accurate shooter, if involve into melee fight, becomes better fencer.
Quote Roads are not MD's, they are handled differently by the engine BTW, do roads are present in random mode you working on?
Quote The CHANGEMD ability works allright, I'v tested it before, That is nice feature to use, didnt know about it - need to think where else we can use it.
Quote JUst watch out with capturing, I have bad memories about this from C1. I dont mind a bit off capturing, but I'v seen too many noobs, who quickly build a diplo and then raid the map with sich cossacks, they dont even have a proper army, just quickly raid, no skills whatsoever Or like when you start a map, with ukraine, you send your peasants to the opponent nearby and you will capture his peasants with your peasants because ukrainian peasants cant be captured in C1, instant kill on the opponent before he has build 2 or 3 buildings. On top off that you get a second nation to build. Funny..., yeah sure..., but im sure thats not how the game was intented to be played. I'm just saying, capture should be balanced. Yes im aware of that. 99,9% of multiplayer NO PT C1 games Ive seen was based on same scenario - pike squad in one side of screen, light infantry+ archers in other and voila, who is faster clicker, wins. Boooring, no thank you:) I alwyas seen C series more as chess than Wolfenstein 2D shooter. Thing is, in C2 you can force enemy to flee without even close encounter, so early unprepared rushes becomes history. Secondly, if we allow to garrison troop inside buildings hussars or other fast cavalry wont be able to capture them.
Quote Do you have a link to that post? Here you go: http://forums.cdvusa.com/showthread.php?t=46534
Quote I'm sure its historically correct, but dont forget that the game is an abstract off reality Hehe you didnt understand me. I was quoted guy who was pissed of 50 sec long reloading time implemneted by GSC. My point was also to find gameplay balance for that. And dont woory, I like details, but Im not historic freak who dress in Uhlan clothes before sitting to computer and firing C2 campaign:)
Quote I seem to miss the EngPike icon from Baddog, or am I beeing blind? Just dont see it in there. Could you check please? Yes, in my files I dont have any graph for this unit. Need to look out for him. I know that baddog icons are worst in quality, but its fault of samples. I dont have any gifs of baddog units, and as far as I know there isnt any.
BTW I have all gifs of AC units with exception of Russia, Germany and Netherlands. Do you have them maybe?
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| EbelAngel | Date: Thursday, 12/January/2012, 8:02 PM | Message # 62 |
 Site Administrator
Group: Administrators
Messages: 996
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| Quote (Bzik) BTW, do roads are present in random mode you working on?
No, I'm not sure if that is possible, but then again I havent really tried. I can call on other objects from within the editor though ( statues, buildings, user created samples,...) so not saying its impossible, just havent tried it.
Quote (Bzik) Hehe you didnt understand me. Oh, must have read too fast... ;-)
Quote (Bzik) BTW I have all gifs of AC units
Oh, where did you find those then? I thought there were none whatsoever. Good news then.
so... Quote (Bzik) Do you have them maybe?
No I dont.
2 changes: - added your icons ( except EngPike) - analyzed the Austrian Grenadier ( details in Grenadier.xpp) and implemented changes on AusGren18( baddog) You can test it,grenades work, lineshooting,... except for a fluke in the #REST or #PSTAND animation i must have made ( sometimes the graphic dissapears). I will look into this tomorrow and fix it. Once i get it fully working, then we can add the changes to all grenadiers. This reminds me, that for the pikes, we havent done the changes we did when we compared the Russian Pike from C2 with the EngPike from baddog. It needs some lines added in the other C1 pikes.
http://www.gamefront.com/files/21175128/1.2.1.4+FILES+BZIK.rar
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| EbelAngel | Date: Thursday, 12/January/2012, 8:10 PM | Message # 63 |
 Site Administrator
Group: Administrators
Messages: 996
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| Copied that bug list from cdv forum, because I almost went blind reading all that blue!!
Code BUGS:
1)INFANTRY: 1.1) Prussian Pioneers not being able to produce powder kegs.
1.2) a) Enemy and friendly units/formations turn green and revolt. b) The parting of the red sea bug. Quote: Explanation of bug 1.2b: After the 1.1 patch has been installed there have been several instances where my units, that have been straddling a road to block any access, have opened and parted like the red sea and let through the enemy('s) formation(s).
On reaching my home base this unit cannot be attacked or destroyed. Its sits there and does nothing. 1.3) AI formations walking just infront of you and not firing, just standing still.
1.4) Sometimes it's impossible to capture a town because the militia seems to switch back and forth between friendly and enemy..(related towards bug 1.2.a probably?
1.5) Before Patch 1.1, when destroying an enemy unit, the enemy soldiers would flee back to their base. Now, with Patch 1.1, more and more enemy soldiers flee through my lines.
1.6) Is it me or do I hear the officer shout 'Fire' and 'Halt' and other orders in the Campaign, but never hear orders in Skirmish? Maybe I'm not paying enough attention, but I'm getting the distinct impression that they don't shout anything in Skirmish..???
1.7) Possible bug? Explanation: Shouldn't the +2 defence bonus for cavalry be in "Line" formation instead of 'Column' formation? The tool tip says that line gets an additional bonus for cavalry while the devence bonus is granted when on column formation.
1.8) After the patch, the video with the officers dissapeared, even with the videos activated in the options)(neverthelless I found it after 1 hour of playing very irritating).
1.9) Not sure wether bug or alteration: The enemy formation doesn't fire at your units when they are firing at them in non-formation groups. Of course, it's saves the ability for them to fire upon any formations of yours wich are nearby, but the a.i. should at least make a decision and do return fire to those non-formations soldiers that fire at them when there isn't any formation nearby.
**1.10) When I played skirmish, then sometimes my sappers do a strange thing. When I order them to walk to a spot, 2 or 3 just speeds over there, I mean really fast! and the rest of the group slowly walks! This has happened with most of my troops.
**1.11) If I have some infantry, and I form a line, some would just sprint to the new location, and the rest slowly walks!
**1.12) When more than three units of grenadiers assault one building the game closes to windows! Quote: Explanation of bug 1.12: The grenadier problem is England V Egypt on the first map on the skirmish map list - I cant remember offhand what it is called - is it crossing the rubicorn? Cant remember Im afraid. On entering their large town I attacked with four grenadier units against one of their towers. This caused the game to close and exit to windows as soon as they leant back to throw their grenades. (Has anyone else noticed this, except Talon???)
**1.13) I was pressing back row fire, waiting a bit, then pressing middle row fire. After the two rows fired I pressed the buttons again so the back and middle row would fire as soon as they were reloaded. After they reloaded and fired the back and middle row fire buttons were still enabled. After a bit though they were disabled! They should stay enabled OR disable after they fire, not both.
**1.14) After I had one of my units fully reinforced, the little black corp men, instead of going back into the build and turning into militia, they stood around doing nothing.
**1.15) When I was playing a big game with lots of men, it was starting to get gappy (1GB of RAM still didnt cut it). As it was gappy, I tried to line up my men to face the enemy by holding down the right mouse button and pointing the arrow. The yellow dots faced in a totally random direction after I let go and was facing away from the enemy at an angle. I kept trying to line them up how I wanted them too and they kept facing a different way. I never noticed this when the game was running smoothly though.
**1.16) When I was standing ground by a village men would just wonder off and go fight enemies instead of standong ground. I still had the stand ground bonus though.(Some additional info would be appreciated (Nation, Unit Type, ...))
**1.17) England Vs Prussia. Sent my grenadiers into their base (full morale, full fatigue) one of their units (grenadiers, no standard bearer, no officer etc) attacked me, i lost 3 men from one unit, which then broke and fled, and the other unit whenever i clicked to allow them to fire didnt fire but deselected and stood their allowing themselves to be cut to threads.
2) CAVALRY:????
**2.1) In XIX century infantry was the trunk of each army supported by artillery and cavalry. In MP C2 cavalry wins battles that seems to quite "ahistorical". I suggest to increase the role of artillery by decreasing power of cavalry. It can be obtained in many ways, for example: - increase the production time or cost of light cavalry - increase cost of stables - implement upkeep cost for horsemen
**2.2) When I tried to attack artillery with my cavalry they just formed up around it without attacking the crew as if it was friendly! Meanwhile the crew was loading and shooting my troops!
3) ARTILLERY: 3.1) AI artillery walking into enemy formations without firing.
3.2) There's something wrong with building artillery. Quote: Explanation of bug 3.2.a: Usually I build the maximum amount of artillery my depots allow me, but with Austria and Britain, after 4 light cannons and 2 heavy cannons (and 2 rocket thingies for Britain), I suddenly lose the ability to build mortars.. When I check the readout on the build icons by passing over them with my mouse, it says that I have 3/2 mortars (an impossible figure), even though I haven't built any! This is not a problem caused by lack of resources by the way..
Explanation of 3.2.b: Sometimes, you can't build howitzers cause you limit is already reached but I didn't build any howitzers yet. One time, I had 2 heavy cannons, and my 2 artillery depots said I had 2 heavy cannons AND 2 howitzers. Because i wanted a howitzer, I construct a 3th artillery depot and what it says after it has been build: that I have 3 howitzers?!?
Explanation of 3.2.c: After my artillery piece unlimbered, it disappeared. So when I went back to the depot to build another one, it said I already had one. I had to build another depot so I could have at least one artillery piece. 3.3) There ar several errors with the british rockets: Quote: Explanation of bug 3.3: 3.3.a) When I build any other artillery, Im not able to build the rockets. 3.3.b) If I choose to build the rockets first, then the pop limit of the rockets keeps going up so I can't build the second, for example: Rocket Limit reached 8312/1. 3.3.c) British rockets do not seem to have a sound.. At least when I focus on the enemy troops and watch the rockets head towards their target, the shrieking sound one would expect is absent.. 3.3.d) Not forgetting that the rockets are also SILENT - at least assign some sound effects!!!! 3.3.e) The rocket launcher stops working after a while and the crew go through the motions but no more rockets are fired, even if you target the ground they will still not fire. 3.4) There are several instances in wich it is nearly impossible to attache/detache a limber to any kind of artillery (seems it's related towards lack of space) Ive tested this in the editor where there's enough space and there where no problems, the canons/howitzers/rockets attached time and time again.
3.5) There's something weird going on when taking over enemy artillery. I played the 'Battle of the Pyramids' today and after storming the enemy heavy cannon and manning it with my own troops, it seems as though they also stole the enemy uniforms and wore those.. This bug pops up with every nation and can be very confusing if engaged in a battle with a lot of artillery..
3.6) When canons/howitzers/rockets do get attached, they'res occasionaly space between the limber and the artillery piece and/or it's not in one straight line behind eachother.
**3.6.a) Noticed that the men glide along with the howitzers when limbered. Or at least the British, French, Prussian and Russian men do not walk but glide along when the limbered howitzers move!
3.7) When canons/howitzers/rockets do get attached, they'res occasionaly space between the limber and the artillery piece and/or it's not in one straight line behind eachother. They should limber up regardless of where they are. Easiest fix might be to have them pop out limbered up out of the art deport.
3.8) Sometimes when firing a cannon the crew go through the animated sequence and the cannon fires but there is no cannon ball and yet the opposing enemy troops suffer the casualties associated with this invisible floating cannon ball hitting them....!!!!
**3.9) It's too weak and therefore seldom seen in MP. Since there are so many cavalry units in MP battlefields cannons became useless (Egypt - the exception).
**3.10) When I pressed fill cannon crew only 3 men went. When I pressed again a nothing happened.
4) BATTLE FOR EUROPE: 4.1) Annihilation of one's army and losing territory in BFE without a fight. This is a game-breaker bug!!!! Quote: Explanation of bug 4.1: While playing Battle for Europe, I've invaded a territory and all of my units as well as all of the enemy units gets destroyed. It says I've defeated the enemy and then it says I was defeated! It really p***** me off because I had a lot of veteren units. It happens when the battle is about to begin, the Fog of War is still over the territory and then all of a sudden, you get those messages. **4.2) Why do armies reappear in Italy when they're cut off and trapped? This has happened on more than one occasion. They can't retreat to one of their own sectors, they lose, and then they reappear in Italy. The rebirth in Italy has happened twice. I was playing the role of Prussia, on both occasions. The first time the AI was playing Russia. The second the AI was playing Eygpt. They were both cut off, no place to retreat, and no were near there prospective countries. After fighting for several minutes, they decide to retreat. I guess they retreated all the way to Italy!!
**4.3) I alt-f4 the game while fighting and when I restarted BFE It was at the withdraw or attack screen so I said attack so I could play where I left off. My guys never appeared on the map and it said I lost and that all my troops had died. Afterward there were 3 sectors that used to be owned by other nations that were now under no one's control and it said they had 35 squads each. The other nations took them over easily even though there were supposedly 35 squads in each.
5) TUTORIAL: 5.1) In the Lieutenant Tutorial it's impossible to build the blockhouse at the crossroads near your base, even though it lights up as a possible location to build.
6) BUILDINGS: 6.1) Destroying buildings can have some strange results... Quote: Explanation of bug 6.1: Using my Saps or Grenadiers has the desired effect of slowly bringing the building down, in terms of damage. But when it is very nearly destroyed OR even destroyed and just rubble I have moved to another part of the screen and within a couple of seconds then changed my view back to that building to find that it is totally rebuilt as new...!!! This has happened on a number of occasions and there were no peasants around to account for the rebuild, but they could not have done it that fast anyway. 6.2) Buildings are disappearing and re-appearing. Wellknown by now I imagine. Observed after 1.1 patch in skirmish and mp.
6.3) Seen a couple of times that some captured iron mines cannot be upgraded. Selecting mine shows it belongs to me. Don't get upgrade icon though. Observed early game so they are not fully upgraded. Just happened to a few iron mines.
6.4) On the maps you see fences. Would make sense if these are impassable. Now you can even and often put a building right across a fence.
**6.5) If I build tower, fort, etc ... there cannons are firing at animals, thats very frustrating cause they're shooting also on friendly buildings! I would understand if any enemy soldier/formation is is near, but if it's a cow or an other animal it's just irritating, now I cant build those cause they're destroying my buildings.
7) GRAPHICS: 7.1) Graphic glitch after the 1.1 patch on coal and gold mines. Its the transport on the coal mine that "flickers". ATI Radeon 9800xt, latest Catalyst drivers 504.
7.2) I have amd xp 3200+, 1 gb of ram and ati 9800xt. Loadtimes are very quick. Since the 1.1 patch my game freeze for around 10-15 seconds. Happens always a few minutes into a skirmish or mp game. Then after that everything is fine again.
7.3) There is a serious prob with loading a saved 1v1.Could you further explain this!!!
8) EDITOR: 8.1) Editor is not fully operational, wich should be, very and I mean VERY IMPORTANT!!!!!
8.2) Tough the editor for unit creation shows the name of the units wich your cursor is over, it doesn't show you a small picture of it.
8.3) In the editor, you are unable to move the Prussian and Russian generals!
**8.4) When using the editor sometimes I can't select Mouse Moving Mode, so i can move units and what not around. It tends to happen after I place a building in the editor.
9) SOUND/VOICES: 9.1) Comments on running out of ammo, when Infact you have plenty and are fireing.
10) CAMPAIGN: 10.1) Not sure if this is a bug, but in the 3rd mission of the Campaign, which is set in England, near Manchester, you are fighting against French troops, instead of other British troops, such as in the first two missions.
10.2) The major problem I came across is when I play campaign, the second level (ignoring tutorials, the level where you need to capture the villages back) I start shooting the towers across the river with my cannons and (twice now) it randomly crashes with some error about too many handles?
**11) MULTIPLAYER: ** 11.1) I think there are some serious issues with network stability. Quote: Explanation of bug 11.1: Both LAN and Internet. Playing 2 and 3 player games on a LAN i've experienced lag, dropouts, sync problems, CTDs, and freezes - regardless of which computer is hosting. This is on a fast network (100mbit) with computers which get no problems in single player (all have AMD 2400+ XP, good video cards, 1gb ram). I have experienced similar problems when playing on the net but mainly they were problems on my opponents computers. The problems seem far worse on LAN than on the net. **11.2) Playing multiplayer, the militia in almost all the villages never formed up into formations.
OTHERS: 1) Is there an Add-on foreseen in the near future. 2) If this is the case, would GSC be interested in a wishlist with our ideas for this add-on.
If you read this list and find that a certain Bug/Feature/Other is not in the list, make a post and mention this with a small but clear explanation, I will update this tread as manny times as possible and will send it towards GSC at the end of this month!
When certain bugs get fixed when the patch is released, I'll remove those from this list then!
It has to be said , that list was compiled after patch 1.1 but before 1.2. So some things are fixed in 1.2
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| Bzik | Date: Friday, 13/January/2012, 5:59 PM | Message # 64 |
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Baron
Group: Checked
Messages: 43
Status: Offline
| I find those gifs on some polish AC site. Curious how they get it. There was no update for countries from Fight Back, but if they have gifs of AC1, other should exist somewhere. Need to search for them.
Quote This reminds me, that for the pikes, we havent done the changes we did when we compared the Russian Pike from C2 with the EngPike from baddog. It needs some lines added in the other C1 pikes. Yes, for example some pikes instead of walk do a little Michael Jackson's moonwalking:) Its not a problem, we need to copy proper frame redirections from original MD.
I know that lot of things from bug list was fixed in 1.2. I was thinking more about other ideas, somewhere there was a link to special thread where peps posts different ideas, too bad its dead link now. Oh, could you say something more about Quote RECTANGLE GEOMETRY ZPOINTS ? Currently Im converting musktes, when I finsh I start with stacking thing.
Angel do you have some fresh ideas what to change or add to game? Give me some inspiration:)
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| EbelAngel | Date: Saturday, 14/January/2012, 4:30 PM | Message # 65 |
 Site Administrator
Group: Administrators
Messages: 996
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| Quote (Bzik) somewhere there was a link to special thread where peps posts different ideas, too bad its dead link now.
Do you have the link to the post, regardless wether it was dead or not? I got a trick to read it even if its dead.
Quote (Bzik) Oh, could you say something more about
RECTANGLE GEOMETRY ZPOINTS ? Currently Im converting musktes, when I finsh I start with stacking thing. Well since you wanted to look into stacking I figured those 3 could have some relation to the unit size ( in terms off how the engine sees their size). Its possible that none off them will help towards the stacking issue, but it surely wont hurt to try. For example GEOMETRY has 3 integers which refer to "Radius1, Radius2, MotionDistance(Speed for units) & Distance between buildings (!)" Perhaps the first 2 refer to the radius ( space) between units. It's worth trying since the 3rd one, which is considered "speed" for units also is relevant to buildings, because the integer really is StepSize, for a unit, this means the size off the step, or in plain English the speed it takes between the steps, but for buildings who dont move, this refers to the distance between buildings. I got this from the source. So it's possible that the first 2 work both ways aswell, that is for units and buildings. As I said, to be tested. ZPoints probably refers to height, I dont think that will help much, I just noticed that C1 units have 27 on average where C2 units have 33. And RECTANGLE refers to "RectDx, RectDy, RectLx, RectLy (x, y, width, height)", It could mean that it creates a "box" around the unit, but its very well possible that its only for interface, eg, when you click on the map with a mouse so it knows at which point which unit is selected. To be properly tested. If these fail, then look in to blockpoints. (Does that make sense?)
Quote (Bzik) Angel do you have some fresh ideas what to change or add to game? Give me some inspiration:) Sure , but I'll will post as we go along i think and ask your opinion, because I first want to see whatever I want to see in game actually works, regardless of wether its theoretically possible or not.
Will post the next version tonight.
EDIT:
Well, didnt do much yesterday and today.
Fixed some more things and added a new tool in the editor. ( Details are in the log)
Maybe try out the tool if you like, see how it works for you. You can load it in the editor by pressing on one off the previously non working buttons on the toolbar. (If you hoover over it, it says "HeightEditor" or so it should if I setup the hint in the text file correctly. It is mainly to make a rough sketch on the map, eg, carving a river in less than a minute, rather than spending 5 to 10 minutes by using the normal terrain height tools. It ofcourse still needs fine tuning with the regular tools afterwards. It also has a texture set attached to it, that one takes a bit to generate though but it still beats painting a map full off textures manually. There's only 1 set attached to it now to test functionality, I'll see if we can make more later on. For fine tuning off the map, I'll add another tool later.
Aswell, I got something off an difference with the Saxon grenadier, that one doesnt behave like the Baddog grenadiers. You will see it when you try him out. Even so, all grenadiers need more fine tuning in terms off graphics ( reload not too smooth, etc...)
Then I went on to find some off those .gifs from AC you were missing, Havent really succeeded in finding that but in my search I did find some little treasures. A couple off tools I hadnt seen before yet. I'll try those out to see if they are any good to use.
Also could you write down details on "similarity" settings when using Palitra.
http://www.gamefront.com/files/21180717/1.2.1.5+FILES+BZIK.rar
Message edited by EbelAngel - Saturday, 14/January/2012, 6:54 PM |
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| Bzik | Date: Sunday, 15/January/2012, 9:00 PM | Message # 66 |
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Baron
Group: Checked
Messages: 43
Status: Offline
| Hello!
Here is next pack: Link I didint do swiss arquebusier, 17th french musketeer, Portugal and Holland 18th musketeers, because of same problem with blue all over coat. Ill look at it with some fresh mind, now I'm converting those bloody musketers even during sleep:)
Best option for similiarity is 1800. If set higer, shades gone. Pink RGB's are in order: 255,0,255 167,0,187 132,0,132 Fourth blue is unnecessary, but if present needed to be checked in Corel, because there are dozens of diffenet tones. There are some blue pixels on some units (usually dark blue), when I tried to change them with palitra, program changed also other dark colours, so I leave it. Honestly, its not that visible in long perspective (this blue is mostly shade of sabre), but if you see somewhere really bad-looking shades, give me sign, Ill try to fix it.
After some rest I'll look at stacking problem, and later do C1 swordsmans.
Thread you look for: http://forums.cdvusa.com/showpost.php?p=631002&postcount=109 Tell me if you find something interesting.
Have a nice evening!Added (15/January/2012, 9:00 PM) --------------------------------------------- Angel, I made mistake in lst of "grenade throw" file. Here is correct g17 pack. http://cossacksworld.ucoz.co.uk/BZIK/gren.rar
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| EbelAngel | Date: Wednesday, 18/January/2012, 5:28 PM | Message # 67 |
 Site Administrator
Group: Administrators
Messages: 996
Status: Offline
| Hi, got all your files. Put the muskets and swordsmen in game already but got some more work to get them to function properly. It will be for one off the coming days because I'm having a bit off a break.
Regards.
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| EbelAngel | Date: Monday, 30/January/2012, 11:36 AM | Message # 68 |
 Site Administrator
Group: Administrators
Messages: 996
Status: Offline
| Hi
I'v downloaded your cavalry pack.
Just letting you know that this week I will still be a bit busy, but I should have more time again from next week on.
Hope all is well with you.
Best regards.
EbelAngel
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| Bzik | Date: Sunday, 05/February/2012, 7:56 PM | Message # 69 |
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Baron
Group: Checked
Messages: 43
Status: Offline
| Hello,
Thanks, Im fine. Another milestone reached - here is last big pack with original BTW units. I need only to solve problem with those blue clothes of few units, I think about it when all other units will be ready. http://www.mediafire.com/download.php?8jc7cf1yfj4cjcs Oh, one thing about naming: PeaWes - western Europe peasants, PeaGer - german states peasants, PeaSou - southern countries(Spain etc), Right know I extracted bmps of OCmod flagbearers - its more than 2Gigs:) I play with this files during week. Drop a line when you find some time to mod.
Take care!
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| EbelAngel | Date: Monday, 13/February/2012, 9:22 AM | Message # 70 |
 Site Administrator
Group: Administrators
Messages: 996
Status: Offline
| Hi, I still havent gotten back to modding yet. Can't seem to load up my batteries to do so, which often happens after a break from it.
But I will get back to it.
If you have questions, dont hesitate asking tho, I check the site, just havent gotten myself back into modding yet.
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