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Radiotraining

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Everything posted by Radiotraining

  1. THIS. I hope some of the main devs can read this I also like "capturing" as an option. But I would rather prefer it as just an option, not a default as it is now.
  2. eh, thanks for asking! I was talking about this with Lopess ahahaha I mean.. yes it could be possible, but at the same time these are very much "experiments" for side-mods, I don't think myself as being really ready to deliver something for the official game (I'm not a professional artist, these are more like exercises ehehe). That's why I keep a low-profile. But hey! If you have some particular ideas and you don't have expectations too high and accept some attempts, we can talk about it!
  3. Booom!! Excellent! Thanks so much for sharing, I was missing this! And great job!!
  4. Aaah.. possible! I hoped not ehehe i hoped it was maybe a general function somewhere to not twist every file lol but is a good hint! I'll try that way
  5. Speaking of destruction, I got a curiosity on something I've seen on DE @wowgetoffyourcellphone : i noticed since the first time I played that the primary choice of units is for attack and not conquering as in Vanilla. How you did that? I actually tried to look a bit into the files, but couldn't understand much from the JavaScript jargon ahaha i didn't know where to put my hands Well, anyway, I think that this discussion around fire, hell and destruction could make better sense if the attack mode is privileged over the conquest
  6. Awesome stuff man!! I really, really like this style and how they're looking!
  7. I would say yes! That is a good limit. Also, I think is positive if there are, say, 5 heroes available but you can train only 3 X match. I think that having those limits increase the longevity of the game, because you're forced to make decisions and try different combinations each time
  8. To do a really -really- good job, the best thing would be to have animations with physics. So you see actual pieces falling down etc.. But this is a bit beyond my skills/knowledge at the moment and again, it requires some serious dedicated work. So I would opt for simple solutions that can implemented more easily. The texture degradation is one of those!
  9. I'm sure! but, another issue is how to implement it: it's already a bit of an hassle, and it would require double the work for each building to assign a a different response each time to different attacks, so i would go with a solution that can be standard (with fire? no fire? only smoke? only demolishion..?) and leave this a little bit as a secondary priority, at least for now! But hey! Obviously if some of the programmers have suggestions or want to collaborate closely, I welcome that! it would make everything much easier anyway!
  10. good advice!! Definitely!! It needs some tweaks
  11. Eh, you're asking too much from me! I'm only exploiting the functionalities available, but I wouldn't know at such deeper level. As I'm aware no, there isn't a functionality to distinguish types of attack > different damage and it would require some re-coding of some mechanics, I guess. We can leave the fire aside, if too unrealistic. I get it is a bit random, but to me it doesn't looks too bad. It looks like a structural failure of the building when it comes from inside. > Maybe someone inside has left the gas open in the hurry of defending the building
  12. So yeah.. it takes a couple of hits to give critical damage. Nothing new, but maybe the mechanic can be optimized a bit better. I think that, by having a visual appearance of damage, you can really add more depth and maybe, as I suggested, add different features
  13. True! It was working just fine on my laptop but from the phone I have issues. But I thought it was only me. Maybe is the .mov format.. I'll convert and post it again!
  14. Hey man! If interested, I'm working on a wide update of the game (new civs, new buildings, new mechanics, new units ..), taking the update of Yekaterina but updating it further. If you want to try something fresh I leave you the link to it as well. Is still a beta, but is currently under revision, so it may be available from the next alpha release of 0ad! https://github.com/stereotipo/millenniumad Let me know also if you encounter any bugs, issues or you have feedback! That would be quite useful! Have fun! ^^
  15. Thanks! Yeah! No idea on a technical level.. I thought it could be theoretically feasible, but gotta check your suggestion! would be cool to try!
  16. Is not a problem, because you want to have that critical advantage during a siege. So is okay if the player would lose functionalities and territory when the building is attacked. (Or maybe I understood the problem wrong?) My only concern was to not alter too much the current gameplay: if you have a turret, you want to knock it off rapidly with a ram. And that's okay. But maybe, by adding more layers to it, you can make the building more steady and resistant, so it takes another 25% to really demolish it to the ground. The reason would be mainly better realism. In addition, it could make the attack the primary choice of units (instead of the clunky conquering) and, as defender, you may have more chance to save a collapsing building by repairing it.
  17. Okay, I was experimenting a bit with fire / damage (only on an aesthetical level, not as "burning" mechanic), and I have a couple of feedbacks: - The effect, while artisanal, is pretty good! Is very nice to see the damage progression that you inflict to the buildings and it really adds a layer of depth in the gameplay - Flames and smoke are also a nice touch. It works well with rams too, without looking so "weird" as some people feared (that's my impression..) - - - - - - - - However: - Rams are, as usual, too fast/strong in destroying buildings. It takes a couple of thrusts and any building already collapses. This is nothing new in the game but I always found it a bit "weird", because buildings seems super fragile with rams. While they should be a bit more "sturdy". - I think the strength of rams comes from a gameplay necessity: it can't take too long to destroy a building for obvious reasons. But the mechanic comes off as weird and unrealistic - - - - - - - - So I thought of a compromise: - What if, instead of destroying buildings so fast, you just need to reach a critical point (25% of health?) and the building then is "de-activated" (gaia?). Fortress/towers won't shoot arrows and barracks can't be used to train soldiers. Then, only at this point, is possible to capture it. Or you have to repair it to regain functions. (or burn it mercilessly to the ground) - I think that, by using visual cues of damage it could actually make sense to have this sort of distinction. - This way, buildings can have more resistance to ram thrusts (more realistic), but at the same time this won't compromise the gameplay, as you don't need so much extra time to get a building and change the whole balancing during sieges. - I think it could be both realistic and also it could be an alternative to the weird mechanic of conquer + demolish that I, among many, find annoying. I don't know if it's the right place to discuss it. But I thought it may be relevant connected with visual improvements of damaged buildings. And also it could be integrated with the idea of "burning" the buildings (maybe after 25% of health the building health slowly depletes itself anyway?) EDIT: attached a video of my experiments with building damage prova_rams.mov
  18. best effect I think is on Ancestor Legacy (here at 9:22 for example) Beside the really good fire effect, another element would be for the building to revert to its own skeleton structure, when it gets completely eaten by the fire. Any suggestion on how to make it? Maybe add a scaffolding as a prop in the "death" variation?
  19. Taking inspiration from this thread : Following Stan suggestions, I decided to experiment a bit this feature in my mod by creating some gradual damage textures. Although not perfect, I'd say the result is not too bad either. Still better than nothing. I imagine Stan had some better ideas when he talked about various prop-points for fire and smoke effects (right now everything is all kinda basic). The material is, as usual, in the same repository on github. I don't know about the poison/"burning effect" to deplete the health. This is something I still have to look on. But yeah! I'm open to feedback and suggestions. I guess it's easier to experiment alternative feature elements on a spin-off mod before implementing anything to the main game
  20. I agree. To me it looks like an accidental loophole, more than a feature designed this way. In either case, I agree is weird. I'm starting to think that it would be preferable also for the AI to actually damage buildings with rams and units instead of resorting to capture + demolish. Or maybe it could be necessary to add some limitation to the demolish feature.
  21. This is great to hear!! ^^ and yeah, I definitely think there's room for improvement and creativity to make the game even more immersive! I was exactly discussing yesterday the lack of more varied sounds during events like battles, and more sound details, like the sound of hoofs of horses while walking and, in general, a bit more ambient noise. Do you have some ideas about it..? Would it be something compatable with your interest in sound design? Definitely interested to hear more from you!
  22. Awesome!! welcome to the forum! Listening your soundcloud.. congratulations, very nice stuff! If you're interested in contributing with the game, I'd say that your talent would be very, very welcomed! And certainly there's plenty of space where sound and music can thrive! The work here is mostly voluntary-based so, beside the portfolio, I would suggest to take also personal initiative in the forum and propose yourself ideas and improvements. What do you think @Stan`? Would you have specific requests to @Saifeddine when it comes to sound/music?
  23. - okay, since we're here: was thinking that it wouldn't be bad to add something dedicated to the act of "conquering", so they don't appear simply silent .. but this is up to you, if you had some ideas already for voice acting
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