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Posts posted by wowgetoffyourcellphone
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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).
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I think the mining animation looks fine, no the weight would not be all in the arms, that would be ridiculous. I feel like you handle the apparent inertia with a thinner female frame well. I would argue to exaggerate it further, especially on the backswing.
I urge you to look at placement of feet.
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Stand up and pretend to swing a pickaxe.
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Should "default" maps actually be called "Land" maps? i think this would sound more descriptive. Default does not say anything to the player?
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thank you. very fast response time.
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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.
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If someone took enough effort to build walls, I'd think it would be nice to require siege to take them down. We can make them expensive/slow to build as needed for balancing. I'd rather have expensive walls and/or slow build time than have walls that don't really offer any protection. If building conversion is implemented, it wouldn't apply to walls anyway.
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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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
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Reduce attack of soldiers would help. A basic sword cavalry starts off with 18.5 hack! I laugh at 0.5 increments too. lol
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I think pickaxe need come back farther still.
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OK, found a short motif that works well in all styles!
http://wildfiregames.com/users/omri/SFX/Carthage_1.mp3
http://wildfiregames.com/users/omri/SFX/Carthage_2.mp3
http://wildfiregames.com/users/omri/SFX/Celtica_1.mp3
http://wildfiregames.com/users/omri/SFX/Celtica_2.mp3
I went with a simple, easy to recognize three note pattern, with harmonies that resolve from minor to major for extra gratification!
Here are very basic, hastily recorded examples for Carthage and Celtica, just to illustrate how this mini-melody works in both eastern and western styles.
The second phase reach effect is enhanced with a cymbal swell and a larger chord in the string section, and also played an octave higher.
At the moment they're a bit bare and small but I figured it'd be best to leave some room for cheering instead of filling them up too much.
If you like this general direction I'll record them properly (for all civs) and get the raw files to LAVS for integration.
Omri
I like these are very cool to hear. You can hear the difference between celt and carthage.
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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/.
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I recommend you look at videos of peoiple doing these things.
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Make walls buildable through trees. This can remove 75% of obstructions. my opinion.
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Game is not finished yet.
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I don't see a good reason for rams to attack soldiers at all.
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good for nostalgia, but really aoe1's interface and gameplay is quite primitive now. Very frustrating to go back and try to play.
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Ummm, is it really a bug tho? I mean, i get that it's called fog of war, but wild animals don't tend to stay in the same place for months until you come to kill them, so if you don't keep a lock on them in real life you'll lose them.
fog of war is just a gameplay mechanic anyway. letting animals be visible in FOW allows hunting to be a viable thing for player.
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A bug, That is already fixed in developer version.
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.
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Major thing missing is the hay cart. All the other farmsteads I think have a hay cart
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I think it is very clear that I do not disagree with the rules. i am saying it is not at all clear what the punishments and more imprtantly the level of infraction necessary for various punishment from the tos and eula. "break rules = can'tplay here" is not very precise. It allowa ambiguus and arbitrary punishment for infraction.I am simply suggesting that you make the eula and tos more precise in this thing so that your base is covered. If I call someone a whitey is that as bad as the others? Who makes the determination and how many times can i say this? is limey as bad as some others? How many partial bans triggers a permaban? Are there guidelines for redress? None of that is in there, so you make it up as you go or what? Why are my suggestions controversial. They should not be. If you ever finish the game you may have thousands of players playing at once. Best to solve these things now instead of then.
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Thanks tomySVK!
Farmstead
This looks like a storehouse to me.
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Yes, but at the same time Ptolemies and Mauryans have +5 Houses. I agree with you, though. Despite a Gaullish commoner house often being similar in size to a Greek commoner house, I doubt it'd house +10 people. Indeed in honesty all I'd prefer is bigger models for Gauls in general. Simply because if you compare the buildings for all the civs, you'll see that the Gaulish buildings are easily smaller in general to that of other civs.
I hope they keep the small houses (like the Britons and Iberians) and just get a bigger market like you suggest. i like the design of the current market so maybe it can be expanded bit?
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Wall and Fortress strength increase
in General Discussion
Posted · Edited by wowgetoffyourcellphone
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).