Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

New World Empires - Swords of the Prophets
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Update: 24 Aug, 2022 @ 4:05pm

So I looked at Ubba's notes on Enfants Perdus. He doesn't say much , other than that they are armed with swords and javelins. I don't know how to do this unit, it's either a missile unit, or a spear unit ... or an angry mob that can attack at range AND melee (dunno).

But we do have a skin incoming, I suppose. They are meant to be light spearmen - that means, possibly, they could be an "armoured" version of Angry Mobs? I do not know for certain. Then there's the old Rise of Kings format to care about.....

Skaldberi are in essence, gridny retainers. They rer most likely going to be an upgrade of whatever spear units there are for the Saxons. Maybe, perhaps.

Update: 24 Aug, 2022 @ 8:36am

- Missing ammo particle code has been dded to unit_graphics.x
- Found a batch of corrupted animation, affecting officers. These files would've caused the game to crash frequently under certain circumstances.

Update: 23 Aug, 2022 @ 4:01am

Update: 23 Aug, 2022 @ 3:54am

[23.8.22]
Patriots have been checked and audited, found a potentially troublesome entry. It has been fixed; more patches are incoming soon.

Update: 22 Aug, 2022 @ 10:41pm

[23.8.22]
More compromised animations -covering slinger and hurler units - have been found. They have been dealt with accordingly.

All that is left is to hunt down potential ammo particle issues, and we can test this mod again to check for CTDs.

Update: 22 Aug, 2022 @ 11:46am

[23.8.22]
I found issues with spear units - movement anims have been amended and replaced.

TO-DO:
- Ammo issues
- Field test, using factions mentioned by Skully.

Update: 22 Aug, 2022 @ 8:35am

[22.8.22]
Infantry units - Norse, Chinese, Saxon and Indian - have all been checked out and assigned charge attack parameters. But our work is not done yet.

The full list of units with charge attack params can be found here: https://newworldempires.fandom.com/wiki/Special:WhatLinksHere?target=charge+attack&namespace=

Update: 22 Aug, 2022 @ 7:56am

[22.8.22]
Cavalry - Xianbei Lancers, Elite Scara, and Turkish Lancers - now have a "charge" attack that involves them running into the enemy and lowering their lances to cause damage. This makes them highly lethal, especially in combat against slower and weaker cavalry units or light infantry. We've checked it to ensure that (A) the animations work without crashing and (B) the coding for ammo particles is intact, ensuring that the mod works as desired.

Update: 22 Aug, 2022 @ 7:52am

Next in line:
Recheck ammo-per-attack values, pay attention to anything with 1 or more. There must be something there.

Update: 22 Aug, 2022 @ 5:51am

[22.8.22]
We're doing this audit, one tribal set of units at a time.

Finally got to Fandom, and did the following:

- Chinese, Norse, Tibetan units with "charge" are being audited; their information posted online to Fandom.
- Cavalry units - Turkish Lancer, Xianbei cav, Frankish Scara - are being given "charge" abilities. They have been earmarked and will have their info gradually compiled there too.

This update had Tibetans checked and audited. Du-Jong, Mud'ng all had their animations checked and compiled. They now have the ability to "charge" although their slow movements mean that they don't do well, except as a flanking unit taking out slow units trying to flee.

Aside from auditing, Saxons, Goths, Indians, Norse, Franks......

- Saxons need Skjaldberri, Germanic Axemen.
- Franks need enfants perdus, as a replacement for Limitanei.