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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Gorgeous! I get this error every time I run your exe. WARNING: Framebuffer object incomplete: 0x8CD6 ERROR: CRenderer::EndFrame: GL errors GL_OUT_OF_MEMORY (0505) occurred
  2. If gaia owns it then you can't control it of course. If you own it then you should be able to control it. Having a "controllable" component in the template would indeed probably be the way to go. Right now, the domestic class is being used for 2 separate behaviors, controllableness (lol), and slaughter behavior.
  3. I'm just saying that what would be the purpose of denying the player control of an animal if, say, the map designer wanted to give Player 1 a bunch of different animals for his scenario? Why not just inherently allow that flexibility?
  4. I could see an arrow to the face would make the death animation stiffen up and fall backward like a board.
  5. @Stan`, do you think my changes to UnitAI constitute a bug fix, a feature, a balance change, or? @Freagarach helped me make the horses taskable by the player once they are captured. Should we just allow all animals to be taskable by the player if they are owned by the player? Any arguments why not?
  6. Will we have prop points on the body meshes for arrows to show? That would be cool.
  7. I was thinking of making Donkeys capturable too. You don't eat donkeys, you make them work for you. +2% gathering rate for citizens and slaves for each animal captured.
  8. 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.
  9. 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?
  10. Perhaps if this feature was limited to static objects like buildings then it could remain relatively performant.
  11. 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.
  12. 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.
  13. 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...
  14. 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.
  15. 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.
  16. 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).
  17. 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!
  18. Ptolemies on the left, Nabataeans in the middle (), Persians on the right. Noice.
  19. Yeah, changing the variant file isn't having the effect I want. hmm
  20. The walk animation is comically faster (like 5x faster) when I task it to move, as opposed to when it wanders on its own.
  21. 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).
  22. 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.
  23. 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.
  24. 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.
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