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Showing content with the highest reputation on 2016-10-23 in all areas

  1. Variation should only be done with props, because you want to have the same basic shape to be there at all time for quick recognition by the plaers. Only building I think should change dramatic appearance is Civic Center (to show leveling up the settlement). I think just start with them and see how that work (also, maybe Wall towers can change appearance with individual upgrade, but these is special case).
    3 points
  2. When beginning wall placement it would be good to allow the player to begin placement in a "red zone", that is, allow the placement to begin in a location that a wall could not actually be placed, and then as the player moves the mouse to the end point the wall placement should begin at the first point between the potential end point and the beginning point placed in the "red zone". As it is now, the wall placement requires too much time to begin, where the player is forced to carefully line up the beginning of their wall with the end of a "red zone" so as to ensure there is no leak through which a unit could pass through. If there are two "red zones" (such as two non-passable cliffs) that a player would like to wall off, it would be nice to quickly click in the middle of one of these "red zones" and then click in the ending "red zone" and have the engine figure out where the wall is actually going to begin in the same way that it figures out where the wall should actually end.
    2 points
  3. Oh, yeah the AOM shield bash was not realistic. A real shield bash would be more of a forward punch than a back hand @#$% slap.
    2 points
  4. ok now with original texture from structural skins, why is in white? ------ there is gateisthar4.psd
    2 points
  5. The wood breaks it up too much. I'd stick with the all stucco one. Also, if you're looking to differentiate more, I'm pretty sure most of the sentry towers that have Windows only have 2 on each side. The Greek one does, which you're modeling this off of yes? It also doesn't have a roofed doorway but rather one sunken in. lol @ iPhone capitalizing Windows
    1 point
  6. We recently added a workaround to show the phase requirements tooltip again.
    1 point
  7. The roof of the tower is bit assymetrical, that looks a tad weird I've committed the ishtar icon in http://trac.wildfiregames.com/changeset/18855. Good job!
    1 point
  8. I don't think shield bash would look bad. AOM's hoplite unit have a shield bash attack variation and it look fine. These animation are only 1 or 2 second long.
    1 point
  9. I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?).
    1 point
  10. That's a tall order, there are many building specific techs for all factions. It's possible, sure, but that's asking for a lot of new buildings. Persian architecture alone is asking for what is basically an entirely new civ building set.
    1 point
  11. Use shift clicks to orient your troop formations, shift click behind where you want your formation and click forward where you want it to stand and face.
    1 point
  12. You can have a look at http://trac.wildfiregames.com/wiki/Alpha21 You will notice that all that has been adressed. We hope you'll enjoy the next alpha.
    1 point
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