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WhiteTreePaladin

WFG Retired
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Posts posted by WhiteTreePaladin

  1. I think someone on Aok heaven once mentioned that someone from Ensemble Studios said (not exactly directly from the source but anyway...) that they tried siege towers in Aok but found that they made the player build rings of walls. I, however, think that they could still work even if units can't walk on walls.

    As for a difference from rams, rams should take awhile to tear down a wall and all types of units can go through afterward; a siege tower takes you right over, but only allows infantry... Not exactly the same thing.

  2. Does anyone on the team still use Blender? I'm trying to import/export animations and bones, but I can't seem find a format that works. Collada and Direct X only have the mesh for some reason and .fbx can't be imported yet. Any recommendations or tips on how to get Collada, Direct X, .fbx, or some other format to work?

  3. That concept sounds much better than AoK. Great idea!

    Because there won't be many hero units, I wonder if archer heros will have the traditional accuracy? Also, will heros typically have a large amount of pierce armor?

  4. Just a few... :)

    Will .blend files (blender 3d) be directly supported and how difficult would it be to transport the corresponding blender animations into 0AD?

    How much will be possible inside the editor, "Atlas?" Will it be possible to make major changes without actually altering the game? For example, will it be possible to rename civilizations, make major adjustments to the tech tree, etc.?

    Will there be a dedicated unit editor inside "Atlas?"

    Will the trigger setup be like AoK or similar? If not, then what will it be like?

    Other than AI scripting, how much coding will be required to create a scenario? (ie - will the triggers and other effects be adequate for most users?)

    Will it be possible for a user to add controller support to create different genres of games (rpgs, etc.), or would this require a serious amount of recoding?

  5. I like it. I do miss the fishing, but I imagine that will come in part 2.

    About that aura thing, will units automatically try to collect resources that are closest to their current position? An example would be finishing off a tree and seeking the next closest tree even if it were not covered by the aura. This would result in the unit ceasing to work.

    Or, will they complete everything in the specified range first?

  6. I think "texture" should be in the name somewhere - my personal opinion only. ("Texture haven" is really not all that bad a name.) The site looks nice but a lot of things don't quite display properly. It could be you're not finished setting it up yet or it could be internet explorer which I have to use.

    Anyway, great site and I'm looking forward to all that new content.

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