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Please ask in a public place the next time you have a public question https://steamhost.cn/steamcommunity_com/app/287450/discussions/
A better comparison would be AoE, and how that gets more dev work because it has a larger playerbase and more sales. It's not like AoE2:DE had to be P2W to get more dev resources than RoN:EE.
What's actually going on is that there's an entry in unit_graphics.xml called A7V (and A7VDES i.e. desert), but these entries just reuse the common Light Tank model . So it's not as though there's an unused A7V model in the game files - it's text/name reference only, with multiple graphics entries reusing that same Light Tank model. Since there doesn't seem to be an actual A7V model in the game files there's nothing for me to add (short of making a model myself).
If you're especially interested in the A7V specifically, I believe there are mods out there that implement it with a custom model etc.
Thanks for initially bringing it up!
Only specific ages change the graphical style of buildings:
age0 (ancient)
age3 (gunpowder)
age4 (enlightenment)
age6 (modern)
I unfortunately can't (..easily, at least) tell the game to change graphics specifically for age 2. Specifying more ages to change things has no effect (at least it doesn't fail to load / crash the game I guess). But what I could do -- which is slightly jankier -- is tell the game that castles should look like castles even in age0, which intuitively seems pretty harmless. As it stands, a structure's true identify (name + stats) is not actually directly tied to its graphics, and a Fort can technically exist with the graphics of a Redoubt or a Castle (this is how it's currently coded) if you meet the age requirements for the graphics but not the military requirements for the true upgrade (uncommon during normal gameplay).
I’ve just taken a look at that for you. Oddly enough that appears to be completely intentional, but I don't know why. The stats change in Medieval but the model only changes in Gunpowder, which would seem like a bug except for the fact that every art file and line of code that references its age calls it the model for age3 (age0 being ancient, i.e. -1 from the roman numeral that's usually used for each age).
I'll think about including it anyway as an enhancement rather than strictly a bug-fix (at a glance it looks relatively straightforward to mod the relevant files to change it), but I'm honestly quite confused about why it is how it is right now. Unlike most of the other wrong-sprite/icon issues, this one looks pretty deliberate so I want to be cautious about changing it without understanding the reason it's there. It's *possible* that this is actually just a small oversight that was copy-pasted into every field (causing it to look so deliberate), but really who knows lol.
"Since building models don't change in the Medieval Age, and the Castle upgrades in the Enlightenment Age, the castle models only appear in the Gunpowder Age, being the only building models to last for so little."
In other words, is it possible to make building models change during the Medieval age? So that these models last from Medieval Age-Gunpowder Age, and don't just stay for a single age
It seems to be that the model (see here: https://i.imgur.com/z3Aiypx.png ) just isn't properly hiding the bottom-most section (which I think is used for the unit's death animation), but I don't really know why. It's possible that when the water was redone for EE it caused this bug as a byproduct - I'm not sure whether or not this bug was present pre-EE. It could also be something that's just been there the whole time ¯\_(ツ)_/¯