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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Right. I think it is still up in the air whether we'll show units on-deck. I mean, if we don't see units visually boarding other ships and stuff like that (which we won't have), then it's a simple leap to question why we'd show them at all. I mean, it would be good to have a captain and the guy that steers the ship paddles, but other than that? Any way we do it, we'll definitely make it so that garrisoned troops will greatly affect ship stats.
  2. Any of the unit meshes that are collada would work. What I mean is you can use prop points on non-boned meshes in our game. Philip just recently added this functionality. I am not sure though what would be the corresponding object (to a Dummy Helper in Max) in Blender.
  3. You can use Dummy Helpers as prop points. They need to be called "prop-something", because when the engine parses the Collada file it looks for nodes named "prop-" They need to be attached or linked to the mesh and all of them exported together.
  4. Awesome boats man! I think the white parts of the sails could be maybe a light beige instead of bright white?
  5. I'd think it would be good to put your hero into a formation so that he can't be targeted individually. This would be a bonus for putting your units into a formation.
  6. A tie that is virtually impossible.
  7. Ctrl+right-click is used for task queueing. Perhaps Alt+right-click.
  8. There are already 2 dozen maps in the game. Want more?
  9. I'd say % Map Explored or Map Exploration (%).
  10. Ave! What do you mean here? Do you mean if troops were within vision range of their own buildings they would have a stamina and/or health bonus?
  11. Should I make a sub-forum here for Artwork contributions and tasks? Or should we use Trac?
  12. That only occurs if the game host chooses "closed borders" -- basically "no-rush." Supply carts would defeat the purpose. Cool idea though, keep em coming.
  13. I think we could just allow X units per tree, X units per stone mine, X units per Metal mine, etc. They'll move on to the closest of the same object if the one they are tasked to is full. Or it can be a pathfinding thing where if units start bumping into each other too much they look for the nearest alternative source. As far as formations go, I agree completely with SMST. For instance, it would benefit your hero to be placed into a formation, because then he can't be singled out for focus fire--the entire formation is targeted instead of one unit
  14. This would definitely be good. Good suggestion!
  15. Perhaps an error reporting system? And/or a dialog that pops up at exit asking the user to send a log.
  16. As far as BASIC functionality/usability goes, I think these are priorities: - Double-click selection - Band Box selection - Delete brush - Fix Run Simulation crash
  17. The building thing has to do with groups not being adequately implemented. We're aware of the problem though. Individual units though DO respond to building queues however.
  18. There seems to be something wrong with the game and firewalls. I can select pyrogenesis.exe as an exception in my firewall, but it won't work. Is there a different file I should be selecting?
  19. Perhaps that's what triple-click can be for instead of what its doing now?
  20. Yeah, double-click and band-box would be nice. Someone (I guess me) should make a ticket.
  21. There are no actual blocking animations. In that video the soldiers simply alternate attacking animations and it ends up looking like they are blocking.
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