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Everything posted by wowgetoffyourcellphone
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Um thanks for all that, but I did all that 3 years ago. Just wondering if the game solved the issue yet where a mercenary trained from such a structure would build the buildings of its owner and not the mercs base civ. I'll just look at the template in your mod, thnx.
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Are there balancing changes planned for A24?
wowgetoffyourcellphone replied to coworotel's topic in Gameplay Discussion
I have no problem with this because it effects Delenda Est not at all. I haven't bothered playing Vanilla much since nothing interesting has happened to the core mechanics in many years. I started DE on my own to change that. Only problem for me is that "balance" isn't what keeps me from playing Vanilla, the lack of new features does. But if better balance will keep other people playing and contributing, then that is a win. It's not like borg is neglecting his battalions and SSAO patches in favor of working on his balance mod... -
Are there balancing changes planned for A24?
wowgetoffyourcellphone replied to coworotel's topic in Gameplay Discussion
Don't get me wrong, since a stable balance mod already exists, we might as well use it. I think what Darc and I are saying is the team itself shouldn't bother with balance and should prob focus on features. If modders want to make balance mods, then more power to them. Just be prepared to rebalance whenever a new feature is introduced. -
Are there balancing changes planned for A24?
wowgetoffyourcellphone replied to coworotel's topic in Gameplay Discussion
I agree here and have agreed in the past. We used to tag team that point together. I was just referring to minor balance fixes such as finally fixing annoying things like battering ram behavior and slinger spam. It shouldn't take an act of Congress to do that. A full balance overhaul should wait until after gameplay features have all been implemented, pathfinding fixed, etc. -
I haven't figured out how to make units trainable by all civs (such as a unit trainable from a captured merc camp) be able to build the owner's correct buildings. Have you figured this out yet? I'm not sure it's possible without making a version of every merc for every civ (an explosion in the number of templates).
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Awwww, was looking forward to that one. Would have been unique (you often don't see them as part of the fauna set in games). Animators need to understand that the feet don't go directly under the hips/shoulders. They angle inward toward the center of gravity. The pig and wildebeest look like they waddle because they don't follow this principle. Gotta look at reference images/videos. Can't just wing it. People intuitively know what pigs and cattle-like animals look like when they walk, so it stands out in the brain when they don't move right in the game. Hell, I used to be addicted to the Discovery Channel back in the day when they would run nature shows constantly. I may have seen more wildebeests in my life than cows!
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Ptolemies on the left, Nabataeans in the middle (), Persians on the right. Noice.
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Yeah, changing the variant file isn't having the effect I want. hmm
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The walk animation is comically faster (like 5x faster) when I task it to move, as opposed to when it wanders on its own.
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I know now we're talking about two different things/subjects... But my needs using the current capturing method have been met. Thanks everyone! I have 1 curious bug. When the horse wanders it walks at a normal pace (the animation seems to play at the prescribed speed in the variant file). But when I, the player, tasks the horse the actor plays the walk animation at a higher speed (the entity's walkspeed does not change in either case).
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This worked. Thanks. Perhaps this can be added to the core game. If anyone sees a reason why an animal owned by a player (for whatever reason, either by capture/conversion, or set that way on purpose by the map maker) shouldn't be controllable by the player, let me know.
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I disabled the ResourceSupply line in the horse template so that the function of a fauna horse would be to act as a relic that boosts cavalry when captured, rather than acting as a source of food. I also had to set DeathType to corpse, else the horse, if killed, would forever lay on the ground waiting to be gathered from. This way the body sinks.
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Map Making - Estimating areas
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
That's true. I guess it's up to @coworotel to decide which method is easier for me. Like I said, personally I just eyeball it. I don't feel the need to have each player have the exact same number of tiles in their home area. An approximation is good enough for me. -
Map Making - Estimating areas
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
That could help in a way, but I think it would be easier to count farm fields or foundations than it would be to count terrain tiles. -
Map Making - Estimating areas
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
I honestly just kinda eyeball it. I like your method though, lol. You could use foundations to do that now since there are a lot more of them and their sizes are standardized to in-game terrain grid meters. -
@(-_-) is talking about the AOE2 way, where the animal just automatically converts over to your control. Your unit comes within X meters of the animal, you hear a "cow bell" sound and the animal is yours. Now, this becomes a little more complex under the hood when different players' units come within range of such an animal, you have to have some way to decide who to give the animal to. I'd say use number of units (and buildings) within range with some kind of small bias toward to current owner. And then you'd have to make sure UnitAI allows the player to control the animal.
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I'd prefer that, for simplicity (not sure if it's "more realistic" but it's much simpler gameplay wise). I'm just working with the capture feature we have.
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They're related phenomena, along with mirages, where layers of different temperature air refract light to give neat trippy visual effects. Work on my Palmyra map continues. Can anyone tell that I like the desert art set? Anyway, the map has a trade route down the middle of it with 6 capturable desert trading posts along it. The map also has a number of fruiting Date Palm groves ripe for the picking, along with some open sandy areas and craggy cliffs. This is one of two small oases on the map, long with this guy previously posted... Each player will have 2 nearby stone quarries, like this one, right outside their starting territories: Anyone want to model the Palmyran Temple of Bel for me? lol
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This didn't work, but there's no guarantee I did it right. Perhaps you can try locally? Your last line: "I think that if this works it should be the default." I agree with this. It Attack.js should check first if it needs captured, then after capturing it allow slaughter. But actually, my current problem would be solved if players could just control every animal they have ownership of. Is that in UnitAI? That way I can use the hunt_skittish parent without issue. I think both behaviors should be added to the game, even if only applicable to mods (imagine a fantasy mod where units can convert animals to their side; currently this would be bugged because you wouldn't be able to directly control them).
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The Map Making Inspiration Thread (Please hide all large images using the spoiler tag) Modern Afghanistan/Ancient Bactria This one shows a nice meandering washed out river bed, surrounded by farmland and then desert beyond.
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Okay here's the problem. If I make the horse take its parent from the domestic line so I can control the animal after it's captured, units will use slaughter attack against it, killing it instead of capturing it. If I make the horse take its parent from the hunt_skittish line, units will capture it but I cannot control the newly-captured horse. What do I need to do here? Desired behavior is that the horse will try to run away when being captured, but once captured it can be controlled by the player. What is it that makes a fauna unit controllable by the player in the first place? Don't tell me it's its class ("domestic"). Hopefully there's something I can do on the template side instead of mucking with the UnitAI component.
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Portraits (Units/Buildings/Technologies)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
@Lion.Kanzen I incorporated your work here: And here are some more portraits for main game @Stan` I used this for foraging objects like berry bushes and fruiting date palms. -
So, I'm thinking of making Horses and Camels into capturable animals in Delenda Est, instead of (lol) sources for hunting. Sure, horse meat and camel meat was and is eaten, but more likely these beasts of burden were captured for the service they can provide (as war horses, farm animals, ships of the desert, etc.). I can remove their food resource and make them capturable objects on the map that you can bring back to your base, complete with aura benefits like relics. This can be done easily. One thing I wish the game could do is swap a player color collar onto the animal when it is captured by a player. The sheep kind of do this, but it's just a player color stripe in their texture which is nicely hidden when Gaia by the fact that their wool is white. But despite this, I think I will do this. Anyone have any thoughts? Oh, here's some new portraits for these animals @Stan`. I hope some time in the future we can get Bactrian camels as well.
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Perhaps as a miniciv, mercenaries, or capturable fishing villages?