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Thread: Castle Maps

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  1. #1

    Default Re: Castle Maps

    Quote Originally Posted by Noir
    Castle 6 works ok, a slight problem with the pathfinding - there is a zone around the inner perimeter buildings were AI units stuck and also the player cannot issue fire and attack orders for units there. (*edit* - sorry, i should have been more specific =>) That is the player's units cannot shoot/attack AI units there.
    I don't think the unbroken rows of buildings are going to work out. Leaving gaps is going to be necessary due to the pathfinding. Rather than use the buildings, for asthetic reasons I'm going to try using some short sections of the low wall from STW that barocca included in the model pack, but the same issue remains that the AI units bump into obstacles without realizing they are there. I've also encountered unit men getting stuck on some of the non-castle maps that have models placed too close together, and I'll be correcting those problems. There are also some temples placed too close to terrain drops resulting in an air gap under a corner of the model, and one bridge map with impassable terrain extending too close to the bridge.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

  2. #2

    Default Re: Castle Maps

    Here is SW_castles_2 with modified interiors hopefully for better pathfinding on the large castles.

    _________Designed to match Original STW gameplay.


    Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2

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