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Everything posted by Stan`
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I see, with a little fountain and some trees upfront that could work. Not sure about the ground tho.
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Portraits (Units/Buildings/Technologies)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
That's true. Do you think the icon is the best to convey the idea of gatherable trees bushes ? I agree ! The best model I've seen so far is the one from Hyrule Conquest I actually wanted to import the current deer model in Blender to do some tweaks, but some of the anims are really messed up. -
Champions vs Unique Units
Stan` replied to Thorfinn the Shallow Minded's topic in General Discussion
They will have multiple attacks. I dont know how yet but they will -
Also it might mislead people into thinking building are garrisoned when they aren't. Which is why I restrained from putting units on scaffoldings (you can use the prop points do so though)
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Portraits (Units/Buildings/Technologies)
Stan` replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks for the icons here and in the capturable animals' thread. I think I'll pass on the deer, It is more like the animals we have, but i feel like the old one looked better somehow. As for the fruit basket, it looks a bit too pixelated for my taste. Maybe we have a higher resolution version around. The one that could really use a lifting is the grapes one. Having a grapes image a bit cartoony would be great. The foxes, pigs, piglet could use new icons as well. Committed as of r22287 -
The latter. https://www.deviantart.com/mojette/art/Assassin-s-creed-boy-70365001
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I can't remember why but I think assassin's creed originally had kids but they were removed. I think we didn't add units in buildings as to not confuse players. Can you define provincial ? Okay I'll have a look at that.
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[Updated 2022] List of Buttons[Commands] for GUI session
Stan` replied to Lion.Kanzen's topic in General Discussion
I guess @Angen might help you with that, @Freagarach -
Splitting our civs in groups - Fixing the balancing problem
Stan` replied to wraitii's topic in Gameplay Discussion
Ah I see, so the goal would be reduce the tiers of civs you can play against so that you only have to balance civilizations in that tier. Would make sense, but it would probably be utterly confusing for players, if not displayed correctly. Especially if playing with random civilizations ^^" -
Fighting techniques references
Stan` replied to Enrique's topic in Tutorials, references and art help
I thought it was only @Alexandermb's responsibility, and mine was to review them ? -
One could also make non controllable units not selectable
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Yeah and it would seem the wings are incorrect too.
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It's in the diplomacy window IIRC. Usually though you know how much time you have and you can just display the elapsed time. It is still part of it I think. @Freagarach worked on it not long ago. The second part would be nice indeed. Does a bit too much for you though.
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Splitting our civs in groups - Fixing the balancing problem
Stan` replied to wraitii's topic in Gameplay Discussion
I think this is like going backward to what we did for the past years when we started separating and differentiating factions. For instance, technologies are a way to showcase what advantages those civilizations invented or did differently than the others. Wipe that and the game will be blander. Then with roasters if all civs in tiers have the same stats and the same units we shouldn't have different civs. In AOM the factions were the same except for a few quriks -
Slingers were also used to slow enemy progression.
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I'm not sure, but isn't a battalion of spearmen the same as a spearman when it comes to being efficient against cavalry ?
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I don't know how much control I will have over them, nor what they will choose :/ The teacher has the list though so she'll let me know. Also making an animal is a lot of time, so I'd be happy if I have the meshes. I don't expect to have more than three our four usable animals though, it's a small class. That new list is huge ! I guess I could integrate all of this in the list, but that's gonna take a long time and I don't feel it being worth it. I'll just add the link at the bottom.
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Okay, I was hoping the color being detailed for the parrot and the vulture might have given you a more clear idea on what species was wanted. Sound fair to me. Having a rooster would be nice, I always felt it was weird to only have female birds. As for the chicken, well looking at the one in Hyrule conquest really made me wish we had more variations, and a better texture. It's too detailed to be taken as is and the license would likely be incompatible anyway.
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Makes sense. I guess in this case capturing/converting should change the actor template to a not wild equivalent. Pushing this a bit, it could be used to turn units to slaves. They should somehow retain their identity though, In case they are converted back.
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Yes, they are not "wild" anymore.
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Well the only "purpose" I can see is the animals' relative autonomy. But yeah, as long as they are yours and not Gaia's I don't see the point either. Here is what the "somewhat" outdated design document say about animals : Entities Nature Fauna Entities Nature Fauna Herd Entities Nature Fauna Hunt Entities Nature Fauna Cosmetic According to these, It would make sense to be able to capture animals and order them to get into the corral. See also #1907 (Side note: @Nescio they give a bit more information about the animals than the animal thread, maybe you can guess the missing specific names from there ?)
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I'm not sure. What would be realistic is to have a herding unit which when in range would allow you to control units in his rangebut thatsounds like too much micro
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
That's ragdolls and we don't have that feature in the engine Else we would not need death animations at all -
I think he was talking about big tiger's mod
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Are there balancing changes planned for A24?
Stan` replied to coworotel's topic in Gameplay Discussion
Could be done but it'shard to switch death variants depending on what killed a unit.