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Everything posted by wowgetoffyourcellphone
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increase production queue limit
wowgetoffyourcellphone replied to raymond's topic in General Discussion
The current limit is good enough. -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
The current units do not have the transition and look much better when firing (they do not swing their leg around). The idle animation should be adjusted then so that the attack does not need to have this strainbge leg looping effect. Or have the two types of idle: Idle and Ready as was discussed in some topics previous. -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
I just mean that an archer who is shooting many arrows in a row would not need to move his leg around like that. -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
Why his leg keep moving back and forth? I try this standing up and feel and look awkward. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
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. -
Wall and Fortress strength increase
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
Has there been a problem found? Being used for tower push? -
Wall and Fortress strength increase
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
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. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
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. -
Wall and Fortress strength increase
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
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). -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
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). -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
I urge you to look at placement of feet. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
Stand up and pretend to swing a pickaxe. -
[FIXED] new AI errors
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
thank you. very fast response time. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
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. -
Wall and Fortress strength increase
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
As long as they can be attacked by men while they are being built, I see no problem with your proposal. -
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Wall and Fortress strength increase
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
Reduce attack of soldiers would help. A basic sword cavalry starts off with 18.5 hack! I laugh at 0.5 increments too. lol -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
I think pickaxe need come back farther still. -
Sounds to create
wowgetoffyourcellphone replied to LAVS's topic in Game Development & Technical Discussion
I like these are very cool to hear. You can hear the difference between celt and carthage. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
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/. -
===[COMMITTED]=== New Animation (Work in progress)
wowgetoffyourcellphone replied to Jos3BV's topic in Completed Art Tasks
I recommend you look at videos of peoiple doing these things.