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Showing content with the highest reputation on 2015-01-10 in all areas

  1. The alpha channel of the texture could be used for color. Similar to the how horses are done. It is the same concept as player color. This allows you to "color" the Auroch brown/tan/black randomly in the actor xml file using a single texture. If you are interested in that, check out the horse textures as an example of how that is done.
    2 points
  2. There are Gorilla http://www.wildfiregames.com/forum/index.php?showtopic=17408&hl= White rhino http://www.wildfiregames.com/forum/index.php?showtopic=17411&hl= Cobra http://www.wildfiregames.com/forum/index.php?showtopic=17415&hl= I'm not sure about the state for the rest of them, but I don't recall seeing any texture for these three. Have fun
    2 points
  3. I started modeling this, so, here is a WIP. I might have to redo some fo the parts to get the polycount down, but I'm going to make it as I first intended, and I'll see how much detail I have to cut back. Right now, I'd estimate that it end up being around 2700 triangles + statue on top, so it's a bit heavy.
    1 point
  4. Hello guys In headquarters.js is a function named "buildDefenses". In this function is the line: queues.defenseBuilding.addItem(new m.ConstructionPlan(gameState, "structures/{civ}_defense_tower")); In this way I can tell the AI (_petrabot.js) to build defens towers, but what about walls? Does anyone know a way to do this or have any idea? Thanks for your time and attention.
    1 point
  5. Once you have a list of wall corner positions, look here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/helpers/Walls.js
    1 point
  6. It's not really blood just red pixels. And the units are not dead, they will be reanimated once you train more.
    1 point
  7. Thanks good to know, why iberian tower is 300 stone? and slingers cost 50 food 50 stone have the same range that skirsmishers, iberian civ in my opinion need a elite mele caballery, when i said the fortress attack thing i was think like age of empires 2 castles that u really need siege weapons or tons of units that would propably die. Dont take me bad im new and i really like this game, if can help to create something better
    1 point
  8. In my opinion skirsmishers, archers, ranged units in general are overpowered, some players are using them as "raiders", poking early thanks to their movily and their power, if u are roman or spartan or some civ that Its main base is infrantry or even caballery u are in disadvantaje, recently played macedon against sparta, he was getting basic units skirmishers and hoplites peroikos when i was getting slingers some skirmishers and elite peltast. That wasnt rentable and I ended up losing, they didnt even get near the skirmisher, they died in the way. Also I suggest that fortress towers and city centres to have more attack both when are empty and when garrisoned, and to have some kind of early defensive tower like a woden tower, not a watch tower, that can also be upgraded to stone tower maybe.
    1 point
  9. Agree on wow. Nowhere in history are rams effective against infantry. They are not tanks.
    1 point
  10. I don't see a good reason for rams to attack soldiers at all.
    1 point
  11. If you say so, it will be true. I mean, you really are in a position to judge this, since you are an experienced game designer and for sure a pretty good player too. Otherwise your statements would be impudence at its best, and a moderator would jump in here. Get real, man. Most of the good players will subscribe that a17 is much better than a16.
    1 point
  12. In fact hard counters were removed in Alpha 17 after it was deciced (with a good discussion) that a soft counter system is easier to balance (dunno which topic)
    1 point
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