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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The carry meat animantion is actually one of the good ones to me. Looks like a nice biig Auroch steak. The meat cutting is good too. overall I think the mining, chopping, running, and walking need the most work. The mining and chopping just doesnt look natural to me, like she is an 80 year old pensioner with sciatica in her back.
  2. Has there been a problem found? Being used for tower push?
  3. Well, I am ok for the Defense Tower techs to only affect Defense Towers (as is with my mod). Wall Towers would have their own techs for whatever. Adjusting the wall garrison aura affects also makes it better to have the long wall sections mixed with the walltowers. Can also experiment with making walls (and wall towers) more expensive, but build faster; and then do reverse.
  4. For chopping and mining, try to extend the arms further when they swing the axe. For instance the elbows would be straight when the axe head hits the tree or rock.
  5. I address some of Panando's analysis a little bit in my mod. I make it so walls are strong (and availabel to the player a phase before civic center), but wall towers cannot shoot at all unless they are garrison. At least this way you must plant a lot of your pop into your line of exploit wall towers to get firepower, which would be stationary and not responsive to flankings. You can only put 3 units in the towers too, so it would be best to have a mix of towers and long sections of wall so you can put archers on the long sections of walls (ranged infantry's bonuses on walls are also beefed and different). An interesting experiment would be for Civic Centers Fortresses to have an aura that prevents enemies from building towers (like a line of exploit towers for instance or defense towrers).
  6. I think the arms would get fully extended in the swing of both the axe and the pickaxe. Also, the woman lurches forward too much and it bent over too much. Lik others said, the momentum of the tool is what the swing is for. Carrying wood and carrying stone = fantastic! I wish units would move slower when they are shuttling the resource (like in Age of Empire). That way it can be upgraded (maybe we can actually add wheelbarrows and hand carts to the shutting animations too).
  7. Should "default" maps actually be called "Land" maps? i think this would sound more descriptive. Default does not say anything to the player?
  8. The latest mining one is almost good. I don't think her upper body and head should follow the axe downward as much. Her arms and pickaxe should do most of the swinging.
  9. As long as they can be attacked by men while they are being built, I see no problem with your proposal.
  10. ERROR: JavaScript error: simulation/ai/petra/headquarters.js line 1591 ReferenceError: type is not defined m.HQ.prototype.restartBuild@simulation/ai/petra/headquarters.js:1591 m.TradeManager.prototype.checkEvents@simulation/ai/petra/tradeManager.js:341 m.TradeManager.prototype.update@simulation/ai/petra/tradeManager.js:555 m.HQ.prototype.update@simulation/ai/petra/headquarters.js:1800 m.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:123 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:83
  11. Reduce attack of soldiers would help. A basic sword cavalry starts off with 18.5 hack! I laugh at 0.5 increments too. lol
  12. I like these are very cool to hear. You can hear the difference between celt and carthage.
  13. The mining anim in the game right now is good, you should try to emulate that. Only good one so far is seeding. Keep it up though. Keep getting better/.
  14. I recommend you look at videos of peoiple doing these things.
  15. Make walls buildable through trees. This can remove 75% of obstructions. my opinion.
  16. I don't see a good reason for rams to attack soldiers at all.
  17. good for nostalgia, but really aoe1's interface and gameplay is quite primitive now. Very frustrating to go back and try to play.
  18. fog of war is just a gameplay mechanic anyway. letting animals be visible in FOW allows hunting to be a viable thing for player.
  19. As far as I can tell it is still bug in svn. I am testing with clean svn version and still do not see animals in fow.
  20. Major thing missing is the hay cart. All the other farmsteads I think have a hay cart
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