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Everything posted by wowgetoffyourcellphone
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Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
Is he going to be pantless? -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
It seems obvious that her draw is a quick draw for close enemies. But it is still a good animation. -
===[POLL]=== Seleucid Architecture Direction
wowgetoffyourcellphone replied to LordGood's topic in Art Development
I agree. Maybe have a Ptolemaic temple variation that is Greek. Also, isn't the military colony supposed to eventually look Greek (instead of like a mercenary camp)? -
Yes no? No yes? maybe?
wowgetoffyourcellphone replied to chaosislife13's topic in General Discussion
I would default to windows default dialog -
===[POLL]=== Seleucid Architecture Direction
wowgetoffyourcellphone replied to LordGood's topic in Art Development
Still many ways to make them Greek, but look with many differences than the current greeks. -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
Yes, I think her draw is aimed at an enemy at medium or close distance. In the game maybe we can have 2 or 3 animations, for 2 or 3 distances? A long range archer animation would look a lot different than when shooting at a closer targets. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
LordGood, I think the seleucids stuff should look like a more super Greek style. I think this style you are making looks nice but does not fit game or seleucid. -
An Archer Animation Proposal
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
I think this one looks good: -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Yes you are right. That is the right material. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
<material>player_trans_ao_parallax_spec.xml</material> -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Wrong material in actor. -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
This is a video game. Melee is represented by the hack statistics. Ranged piercing projectiles are represented by the pierce statistic. You would be able to balance a lot better if you just stopped fighting this. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
It would be. Greek towers and fortifications would be square. -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Why should melee units deal pierce damage, which is an analogue to projectiles like arrows? -
haha you are right, but I think they use percentage for balancing styff.
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Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
I don't think that the current gaul buildings are too far different than what you have posted. Also remember that the artists like to make their mark with stylistic choices that are probably not always accurate 100%. I think it would help them if you maybe did a presentation of each gaul building in the game and show what you would change about each one to make it better. For the lether armor, that looks great. Good idea. Nice reference. -
The trees would not disappear until the foundation is started being built. So, placing a bunch of foundations in the enemy's tree groves would not work to remove his trees. Besides, remember that you can only place foundations within your own territory (with a few special exceptions). Or just do what I suggest. lol Yes, but we want units to be able to walk through forests. Also, this removes possibility of doing cool things with barbarians in forests.
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Instead how about this? Make trees fully passable (might help cut down on pathfinding lags too?), but allow buildings to be built over trees (the trees disappear like a dead animal would disappear). Celts, Iberians, and Mauryan civs get some kind of fighting or movement bonus in trees (or both or either: Celts and Iberians fighting bonus, Mauryans movement bonus). Can maybe do this with an aura if you make "groves" of trees be 1 object (so you don't have thousands of auras at once, just some dozens). I do some of this in my mod.