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Everything posted by wowgetoffyourcellphone
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Were you able to reproduce?
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Are there balancing changes planned for A24?
wowgetoffyourcellphone replied to coworotel's topic in Gameplay Discussion
All true, just saying that we should maybe focus on perhaps having attack animations based on different techniques found in the different countries, so that a Greek archer's animation might look different from a Persian archer's animation. My main beef is the fact that the archers in the game fire 100s of arrows at 2 arrows per second in some cases and looks ridiculous in pitched battle. Before we turn the game into an archery sim (how do we simulate the "shooting them through the eye slit thing anyway?), perhaps just having animations for the different draws, etc. would be pretty cool. I kind of wish the game had a dynamic animation system so that archers could aim higher for long range targets, while aiming more directly for closer range targets, if you know what I mean. even if it's not 100% dynamic, could maybe have a "high aim" and "low aim" variant for each draw animation and the engine can pick the right one based on target distance. -
Are there balancing changes planned for A24?
wowgetoffyourcellphone replied to coworotel's topic in Gameplay Discussion
Lars is an accomplished archer, but his archery is that of an action hero. Techniques would be a little different in the middle of a pitched battle. Or did archers shoot 10 clay targets per second at Gaugamela? -
Thanks, got it working. All we both need now is a variety of merc camp models, eh? {civ} didn't used to work that way, and in fact didn't work that way the last time I tried making mercs like this, but now it does. Probably has for a while, just never got around to trying it again.
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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).