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LordGood

===[COMMITTED]=== Achaemenid Siege

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Alrighty, I think the Assyrian broom bus needs some edits; the action of the ram is a bit odd, and I've been staring at this relief for a few hours and hypothesizing. Does it really move up and down, or does it's swing pivot on a high point, allowing it to hit at an upward angle?

Assyrian_battering_ram.jpgAssyrianBroomBus.png

It would need to move less material, and more importantly, move it away from the ram itself. If anything it'd give the ram a more involved model and more dynamic animations than it already has.

Also, perhaps we could explore tunneling and counter-tunneling in this thread, as the general siege tactic of most civilizations at the time was to clear the walls with archers or slingers, and then proceed to mine the walls.

 

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I didn't see anything on the relief, for temporary siege weapons, dyed hides might be as far as the Assyrians were willing to dress their ram tower?

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The animation looks a bit too vivid for me. I think it would cause a lot of effort to get the beam to move, and it certainly won't stop swinging that quickly.

Here's an annoyingly narrated video, but it shows some nice pictures IMO. Pretty much what you designed.

 

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I like the battering motion. Very good job! Are new model smaller than old model though? I liked how big the Assyrian Ram was. Don't forget about player color.

Also, would be cool for two models: One all wood, then upgrade to extra armor! Can do this in tech with actor swap! :)

Edited by wowgetoffyourcellphone

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15 minutes ago, wowgetoffyourcellphone said:

I like the battering motion. Very good job! Are new model smaller than old model though? I liked how big the Assyrian Ram was. Don't forget about player color.

Also, would be cool for two models: One all wood, then upgrade to extra armor! Can do this in tech with actor swap! :)

yeah that why I ask about if these are decorated  in the top, but if isn't... free license artistic.

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4 hours ago, wowgetoffyourcellphone said:

I like the battering motion. Very good job! Are new model smaller than old model though? I liked how big the Assyrian Ram was. Don't forget about player color.

Also, would be cool for two models: One all wood, then upgrade to extra armor! Can do this in tech with actor swap! :)

What, you didn't notice? haha

Don't mind that thing in blender, there's an odd size discrepancy that isn't affected by display scale, strangely. It's actually the same size as it was before.

screenshot0026.png

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Seems like a brilliant change to me, with the caveat Sanderd noticed.

 

For our purpose, maybe make it reach a little less far? It'd probably go into the meshes of buildings too much like that.

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16 hours ago, LordGood said:

*Galactic empire's imperial march plays in the background

 

Should something like the theme from Doctor who be more relevant? ;)

Nice work regardless :)

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1 hour ago, Imarok said:

Sorry for asking, but will this be implemented in the main game?

Yes, why not?

need the approval of Enrique first or other team artist.

Edited by Lion.Kanzen

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38 minutes ago, Lion.Kanzen said:

Yes, why not?

need the approval of Enrique first or other team artist.

Just because, nothing heard here since a month.

(Maybe I'm just too impatient to see this in the game ;) )

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35 minutes ago, Imarok said:

Just because, nothing heard here since a month.

(Maybe I'm just too impatient to see this in the game ;) )

I'm very impatient with secondary attack feature, for example. or conversion for domestic animals.

Edited by Lion.Kanzen

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4 hours ago, Imarok said:

Sorry for asking, but will this be implemented in the main game?

The battering motion is very jarring with the current attack cycle. After I make another quicker, shallower motion I'll commit it to the SVN. I'll update here when that happens.

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You can alter the attack time for the battering ram (if you also alter the damage it deals, so it overall deals the same damage per time). But I indeed think that the fade-in and fade-out won't work on our game. Attacks just happen repeatedly and shouldn't fade in-between.

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That batter attack really needs to be slower IMO, even AoE only registered an attack every two batter cycles, It felt right for some reason

 

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7 minutes ago, Lion.Kanzen said:

I have a Question, will have Archer firing arrows like Siege tower?

I don't know if the engine likes having visible garrison points on moving entities

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3 minutes ago, LordGood said:

I don't know if the engine likes having visible garrison points on moving entities

not necessary visible, can be nice from top of the machine.

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5 minutes ago, LordGood said:

I don't know if the engine likes having visible garrison points on moving entities

Afaik they do now that sanderd fixed some stuff about them.

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Just now, Lion.Kanzen said:

not necessary visible, can be nice from top of the machine.

I think its not possible to have a single entity have two different types of attack.

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