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Imarok

WFG Programming Team
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Posts posted by Imarok

  1. 7 hours ago, LordGood said:

    I'm not sure when or why pierce damage made its way back into spearman/pikeman attack values, IMO that should be reserved for ranged units

    Crush is reserved for buildings damage. If pierce would be reserved for ranged units, where would be the difference in swordmen, speramen and pikemen? (They could only do hack damage then)

  2. 17 hours ago, Sundiata said:

    Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success.

    I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach.. 

    The current system isn't intuitive, especially not for new players...

    Ahm, slingers are also ok at taking down rams.

    • Like 1
  3. On 5/4/2018 at 12:43 PM, aeonios said:

    Ugh. Well, I can do that but it'll require cannibalizing the specular texture. Currently the specular texture is spec.rgb with alpha being the specular intensity and specular power being an engine global setting. If I do it you'll need to specify how you want to use the specular texture, with at least one channel left available for emit. I can implement specular in 3 channels with one for specular intensity, one for specular power, and one for metallicity (ie how much the specular color matches the diffuse color) with the alpha channel left over for glows, if that works for your particular art. If you're already using the specular tex you'll basically have to redo it for all your textures that use it.

    For me it's not even a 5 minute job to modify the shader though. :P

    Have you already done it? ;P

    (Some days ago someone on IRC requested it...)

     

    • Like 1
  4. 7 hours ago, stanislas69 said:

    Looking forward to that. Any pc coming out this year should be able to run the game.

    I'd say any PC that came out the last years should be able to run this game :D

    • Like 2
    • Thanks 1
  5. 1 hour ago, elexis said:

    It mostly ended at the part where arbitrary become able to setup the game.

    Not really, that patch already exists.

    It ended up with "just another gamesetup rewrite"  that was needed for arbitrary become able to setup the game.

  6. 4 hours ago, The Undying Nephalim said:

    I've got another question, is there a way to make a fast moving projectile look like a solid beam? My first solution was to just give sprites a very high emission rate, but the effect really only works for slow moving projectiles. If the projectile moves too fast there's still big gaps and it doesn't look like a solid beam.

    Iirc arrows have some particles along there whole flying trajectory. That could be a possibility for your beam

  7. 4 hours ago, causative said:

    Where was that fixed?  Perhaps it got reverted, because it is still an issue in a23.

    The issue I meant was fixed.

    About the issue you described: wanna make a ticket?

    I also ping @templeas iirc he fixed this catapult bug.

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