-
Posts
10.217 -
Joined
-
Last visited
-
Days Won
491
Posts posted by wowgetoffyourcellphone
-
-
Yeah, I think. What do you think?
-
3 hours ago, vladislavbelov said:
I think, the shortest way is to override the getBatchTrainingSize function:
function getBatchTrainingSize() { return 5; }
I will probably have to do this right before 1.0 release so as to avoid deprecation. Thanks.
-
1 hour ago, Widerstreit said:
Textures look good, but I think they would look better with some used look on them. It is no pilitary parade, the metal looks like fresh polished.
Nah, should look nice IMHO. They only live for all of about 100 seconds before they die anyway.
25 minutes ago, LordGood said:Where did this leg armor come from? I don't think it works too well with the contours of the elephant's legs as is
Right, perhaps a prop or modified elephant model for this.
6 hours ago, stanislas69 said:I think the tower and pillow should be positioned forward slightly on the eles' back. Right now it looks like it rests on the animals back hip.
- 1
-
Not sure if this is core game or DE, but dead animal corpses for a long while now no longer disappear when a building is built over them, creating some bad behavior from hunters. Not sure if this is a bug or just an annoying feature. I distinctly remember at one point animal corpses did disappear if you built a building on them, but I don't remember when that changed. Perhaps it's just a missing tag in the fauna template.
-
Persians, Indians, and Kushites should be the archery civs. But are they currently?
- 1
-
19 hours ago, Imarok said:
So if you have ideas, feel free to post them.
There should be a "tips booklet," where you can cycle through the tips like a slideshow. In fact, this should be accessible through the menu and also part of the loading screen.
- 1
-
I think rams should be super vulnerable to melee units, while devastating to buildings. So, the tactic is: Kill all the nearby enemy units, then role in with rams to take down the buildings.
- 3
- 1
-
You all know I don't agree with adjustable batch sizes.
https://trac.wildfiregames.com/changeset/21497
But that's okay to disagree. I would like to change it for my mod though. I want to "hard code" the batch sizes to multiple of 5 to create a consistent interface experience [eh hemmmm] for all of the mod's eventual players. How do?
- 1
-
29 minutes ago, stanislas69 said:
Smaller turret for elephant, @wowgetoffyourcellphone
That looks great for the Ptolemies and maybe a Carthaginian elephant upgrade. I think a Kushite one could probably look different? @Sundiata
-
2 minutes ago, Nescio said:
Out of curiosity, how do you make those actor-based unit icons?
I have a very simple template Photoshop file. I take a large screenshot in Atlas with the ground texture set to purple or green, cut out the unit in Photoshop, then apply magic from the template file.
-
On 3/7/2018 at 1:45 PM, stanislas69 said:
@wowgetoffyourcellphone icons are welcome
Make your final unit actor commits for this release and I'll make icons for them. Most of the Kushite portraits look to need updating.
So, a new tower for smaller elephants. Snake crowns for the heroes. The new tack accoutrements for the cavalry.
- 1
-
3 minutes ago, stanislas69 said:
That's a good idea ! I'll add to the official task list. If someone wants to do some Photoshop to create the sprites he/she is welcome.
Some individual variants, plus some "clump" variants would be nice.
-
We need some Papyrus flora eye candy for maps like this and other Nile maps.
Maybe could make it gatherable and passable at the same time? Just a suggestion.
- 8
-
5 minutes ago, Prodigal Son said:
That would be interesting indeed. TW arena approach isn't bad either, I'm just not too happy with modern total war games.
I liked a lot of the R1TW mods. Rome:Total Realism was my my muffuggin JAM y'all.
- 1
-
On 3/1/2018 at 8:35 PM, Prodigal Son said:
They've been selling this mediocre (and that after many improvements) warscape engine for over 10 years and about the same number of games. At least this time it's free(mium)
My ultimate ancient combat game would have the player in control of one single battalion within a larger army. This battalion itself becomes your character, which you level up, train, recruit, drill, outfit with kit, raise up soldiers within the ranks, and ultimately with which you coordinate with other players to destroy enemy armies.
-
7 hours ago, elexis said:
Because developers back in the day (I'm not looking at anyone) have often added descriptions for things that aren't coded and because the trample damage should only be applied while moving.
Trample actually existed before the engine rewrite.
-
I think I figured out the problem. The Kush units are already in the production queue as {civ}_merc_camelry_1 etc. So by adding them again they're really just doubled up in the list and ignored.
So all I really need to do is just have a bunch of separate units for the ethnic mercs, which isn't a bad idea anyway. I was just trying to be too clever by half by throwing in the already existing kush mercs.
- 1
-
14 minutes ago, stanislas69 said:
I guess that's what {native} is for ? Then you add the sele units ?
I might have to make a "merc" civ.json or something and then have a bunch of merc_ units for training at the various ethnically-themed merc camps. For cavalry mercs it's not really necessary, but for ethnic mercs to be able to build the player's buildings I might have to do something like that to make {native} work. Or make civ.jsons for each of the ethnicities, which might be overkill.
- 1
-
Well, I got all that. Just trying to understand how it helps make ethnic merc camps viable.
Say, I want a Blemmye Encampment merc camp. I want a Seleucid player to be able to capture it and be able to:
Train his own Seleucid mercs
Train Blemmye mercs too [kush_merc_camelry_1 and _2]I tried making the civ of the Blemmye Encampment merc camp "Kush" and then added {native}_merc_camelry_1 and _2 to the prodqueue and this did not work as hoped.
-
15 hours ago, Nescio said:
Yes, it's possible to drain health from nearby units; try e.g. drain_health.json
I do something similar to this in DE. I call them "Trample" auras and they work, but not ideally. Ideally, the aura would only activate when the unit is in motion, not idle. This requires new code.
-
13 hours ago, mimo said:
It looks like you want the {native}_ replacement D1084.
Okay, I read through the differential page [ https://code.wildfiregames.com/D1084 ]. For some reason it sounds really useful, but I'm not understanding how to use it to achieve what I want.
This is confusing me:
Quote- {civ}_xxx will be replaced by the civ of the owner
- {native}_xxx will be replaced by the Identity civ of the identity
-
1 hour ago, stanislas69 said:
Not sure but I think that works if you replace {civ} by a hardcoded one.
1 hour ago, wowgetoffyourcellphone said:Nah, if you use athen_ etc., then it will only build the Athenian buildings, not the owner's civ [if they don't happen to be Athenian]. I thought for sure a way was implemented whereas a generic mercenary unit could be trained by any civ and that merc would build that civ's buildings and not its own.
Found it:
https://code.wildfiregames.com/D1065
And I just tested it. Looks like the way is already paved for "ethnic" mercenaries along the lines of AOE3, if that's so desired.
EDIT: Nope, the merc camp won't train a merc unit whose civ is not the player's civ. poop. Looks like that's a different issue. The units work right [a Kushite merc unit will build all of the Athenian buildings if an Athenian player owns the Kushite unit], but the structure aspect doesn't work yet.
- 1
-
20 minutes ago, stanislas69 said:
Not sure but I think that works if you replace {civ} by a hardcoded one.
Nah, if you use athen_ etc., then it will only build the Athenian buildings, not the owner's civ [if they don't happen to be Athenian]. I thought for sure a way was implemented whereas a generic mercenary unit could be trained by any civ and that merc would build that civ's buildings and not its own.
-
29 minutes ago, Lion.Kanzen said:
The only missing thing with mercenary camps is train local biome mercenaries. and non listed mercenaries like Pirates(Cilician) and outlawed units or Zealots.
Already possible. Maybe @elexis can share how, but there's a way to make the merc's build list reflect the owner's civ, not the unit's civ. This was implemented maybe month or 3 ago, but I've never experimented with it.
- 1
New head mesh
in Art Development
Posted · Edited by wowgetoffyourcellphone
Not sure what's wrong with the current head or why this new one has a giant neck on it.