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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. We really should store the original blender files in SVN somewhere like we store the uncompressed audio files.
  2. Yes, but if we are not going to animate them, then it makes more sense to have them closed.
  3. Yeah, doors should be closed. It would be neat if they opened when a unit was trained like in BFME2.
  4. What program did you use to animate it? Is Blender working for Collada animations?
  5. On first look, the horse heads appear to be fingers on a giant hand that is about to grab something. lol
  6. Ah, OK! Thanks for the explanation. I didn't think about odd resolutions.
  7. Not sure what you mean by tile. It should still fit across two screens, so I must be missing something.
  8. Nice! I hadn't heard anything about this in awhile, so it's good to see that it's not totally broken.
  9. I still think it would be good for a main menu screen. I don't think the styles have to match exactly; a mild amount of variety is good.
  10. That sounds somewhat like priests/monks in Age of Empires. As far as I know, we have decided against that. (There may be one exception in our design document, but it's a special case, not a generic, convert all unit.)
  11. Isn't this a duplicate? www.wildfiregames.com/forum/index.php?showtopic=17755#entry277626
  12. They will just be added to your current population, so I assume they will have a population cost. Just a clarification, they would not be slave units, just citizen units that you assimilated upon conquering an opponent.
  13. We have discussed this before. I believe the current consensus was that it didn't really fit with our gameplay. Note: it is planned to make regular citizens (not citizen soldiers) convert to the player that defeats another player. They will still be regular citizens and not slaves though.
  14. Alpha 15 will probably be about the same in performance. However, there should be a substantial performance focus in future releases with the new funds.
  15. That reminds me of BFME2 where you could build walls directly off of the fortress.
  16. I like both. Perhaps you can post another screenshot with better lighting? The colors just look a bit dull in that picture.
  17. Enrique's looks a little pale. Perhaps it's just the lighting?
  18. I would say stick with whatever is more historically accurate. That way, when anyone complains about how something looks, you can just blame the ancient Egyptians.
  19. Generally, second stories are shorter than first stories, both in ancient and modern residential structures. I don't know what would be more historically accurate for this building though.
  20. I think it may just be that the Egyptian buildings are a bit larger and more elaborate than some of the other civs buildings. Their buildings might look closer to AoE online, but I don't think they clash with our other civs buildings. I rather like the massive structures and bright hieroglyphics.
  21. I agree, the open temple isn't what I expected either. Might want to reconsider? I also think I like these buildings better than the other civs' buildings. Maybe it's all the nice colors.
  22. It's OK if forests block the players off as long as every player is always blocked off like the Black Forest map in AoK.
  23. I think it should play the attack notification of the attacking civ, so you know who attacked. I would also be ok with a single attack sound for all civs (a horn would be nice).
  24. That sounds nice. Not as quick of a fix, but nicer overall. We should probably still come up with some sort of naming convention though.
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