Some of these are all 1 mesh with a normal map bake, some of these are individual bags. One day I will find a good solution to this problem.Early Wall PrototypesHere are some early wall designs from about a year ago. We were trying to combine trenches and walls at the time. This ...
The war does not end until a win condition is globally met across the world. This will be a much longer form game that will require players to consistently win battles and hold ground over many days before victor can be achieved. Target World Map UI As we've talked about in the past...
I have attempted several times to make sandbags look good, but every time I find I cannot achieve a result that I like. Here are some failed attempts. Some of these are all 1 mesh with a normal map bake, some of these are individual bags. One day I will find a good solution to t...
either. We never set out to create a mirror region, and as you'll see in the map below, we still haven't done that. It goes without saying that these inconsistencies have been partially at fault with the lopsided early-war flow. So, here's how we're going to be updating Deadlands...
Note: The mapsHomeRegionCandHomeRegionWare returned here, but do not have map data available in this version. GET /worldconquest/warReport/:mapName Returns the number of enlistments, casualties, and other map specific information. { "totalEnlistments" : 148, "colonialCasualties" : 202, "warde...
MapBuildDataRegistry /Game/Maps/Master/FishermansRowHex.MapBuildDataRegistry: Serial size mismatch: Got 1048670, Expected 2097230 0x000000007b01260e kernelbase.dll!RaiseException() [] 0x000000014105ce36 War-Win64-Shipping.exe!opus_repacketizer_out_range() [] 0x000000014105f836 War-Win64-Shipping....
War Machine that wouldn't have been done if we weren't willing to take some big risks and leaps of faith in our ability. The unified map screen allowing the entire world to be viewed at once in real time, the map streaming and border travel technology, a fully functioning physical cr...
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