nifa
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Posts posted by nifa
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Looks nice You might want to change the doors though, are they two parts? Is there a doorknob? In case they are sliding doors, I think they should be on the outside, otherwise it wouldn't be possible to open them. You might want to remove the doorstep too
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@Freagarach@Stan` I tested again and I seriously think something went wrong with canceling attacks. The first video is from a23, the second from a24
The onager is loading, then you give the command to attack the other house -> the loading continues and it turns and shoots
The onager is loading, command to attack other house -> cancels loading
Is that intended? In this case it doesn't look too bad, but with other animations like the javelinist it looks really strange. and of course it changes gameplay too
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hey @azayrahmad, I was wondering if it would be possible (and desirable) to display a terrain texture around a building to display the aura range instead of the circles? So e.g. there would be a specific city pavement around the houses, that would give it a nice city like look:)
Maybe different textures for different "city areas", nice stone tiles around houses and CC, dirt around military buildings, and hay or grass around farms
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Yes thanks, that's exactly what I would try to do with the palisades and the sentry tower!
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I don't wanna open another topic, so I'll just ask here: Why is it that the Roman and the Iberian Civic Center don't have the underground part for hillsides?
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We are kind of back to where we started now
Show some, but not too much. Show, don't tell. Make it optionable since there are different types of players.
1 hour ago, DanW58 said:Another solution is to display (hot-key optional) stats in the opening screen, while the game is initializing, and the game does not start until all parties click OK. From then on, all you have is your memory of the stats.
It's not a memory game and way to easy to abuse. Make a screenshot and have the information for the whole game
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Thanks
28 minutes ago, nifa said:I noticed that ranged units seem to cancel their attack and start reloading again when you click on attacking the same enemy again. So giving the same command again actually tells them to start again instead of to proceed.
So this could be fixed for a24?
Is there an easy way to keep the horse colour of units promoting to make the transition smoother?
Furthermore I noticed that when selecting a savegame in the saving menu, it is not possible to deselect it. Even when changing the name, it still asks you to overwrite the other file, I don't know if that's how it should be
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I noticed that ranged units seem to cancel their attack and start reloading again when you click on attacking the same enemy again. So giving the same command again actually tells them to start again instead of to proceed.
It's the same when given the command to attack someone else (for example when the other enemy is killed), in this case I can somehow understand it. Still it looks odd for example when the catapult is almost firing, the structure is destroyed and the loading is cancelled, just to start loading again and shooting to the building right next to it.
This leads to jumps during fights, everytime a unit gets killed a lot of animations are cancelled and restarted.
I noticed all this when watching a fight in slow motion that I randomly recorded. Also notice how the horse in the middle changes colour I guess it's because of promotion
I don't know if this is really considered a bug, I'm sorry if you are already aware of that.
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I prefer the upkeep costs solution
(maybe we can move those posts here?)
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Thanks for the feedback:)
Gauls start with hunting deers and fishing, Romans start with gathering mostly wine. Both teams have an amount of rock and ore near their CC. Gauls have an advantage of wood. Gauls would have to break through the palisades first to attack, romans would have to defend it or start an attack in the forest. That's kind of the basic idea, and then it might develop. Though I have to admit I focused on terrain and landscape:D
On 03/02/2021 at 4:55 PM, Lopess said:I imagine incredible friction battles on it
I used actors for dead trees, stones, decal etc to make it look like a dense forest, if that's what you are getting at? But this doesn't effect passability. It also looks nice after cutting the trees.
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Hey all,
I made a scenario map about the Roman Limes (latin for border), more specific the Upper-Germanic and Raethian Limes. The Limes was a Roman border defence and controll system against celtic and germanic raids, consisting mostly of walls, moats, palisades, towers and military camps. The land in the middle of Europe was mostly covered in forests and swamps, what complicated warfare for the Romans.
I hope you'll like it
Overview (spoiler alert):
some references:
https://wildfiregames.com/forum/topic/35014-inspiration-for-map-creators/
https://en.wikipedia.org/wiki/Limes_(Roman_Empire)
https://en.wikipedia.org/wiki/Limes_Germanicus
https://en.wikipedia.org/wiki/Castra
to add an ingame preview, copy this to \binaries\data\mods\public\art\textures\ui\session\icons\mappreview
Spoiler@Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory
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thanks
what about mole hills? Didn't find them as well. Of course I could just use texture but it's not the same
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2 minutes ago, wowgetoffyourcellphone said:
I like this, but then it takes some extra thinking on what to do when you run out of metal. Does it go negative? If it goes negative, will the Mercs defect? It would also take a little UI work to let you know your metal depletion rate so you can adjust metal income.
I imagine it like having a contract with them, and if you can't pay they just leave. Also you should be able to fire them. I also remember a game where they turn against you and fight your own men when you don't pay, but I'm not sure weather i like that
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1 hour ago, Grapjas said:
I still like this idea i had about this; Make mercenary cost relatively low at the start of the game and increase the price every time the unit gets bought.
another option would be to make them free but introduce an upkeep cost of maybe 1f and 1m every second. I think that would come close to reality, since mercernaries were easy to hire but expensive to keep.
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Looks to me like the only thing he is famous for is losing to Alexander the Great, so maybe +20 speed when retreating?
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16 hours ago, wowgetoffyourcellphone said:
Okay, I'll bite. So, you click on an enemy Spearman and see that his attack is now +1. What will you do differently that you wouldn't before this knowledge? Invest in more armor? But you'd want to do that anyway.
It makes a difference for units garrisoned in buildings e.g. in a Civic Center; attack, capture or retreat?
But so far the shown number doesn't take into account multiple arrows. The CC shows 6 attack (12pierce/2sec), the sentry tower 4.5 (9/2sec), but the CC has 3 default errors while the sentry tower has only 1. So it should be 18 for the CC and 4.5 for the sentry tower. Also so far the numbers don't change with more units inside
So the full Civic Center would have 23 arrows with 12 pierce every 2 sec, means 138. That's quite useful to know. It's another question if you should be able to see that for an opponent's CC or would need an upgrade ..
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1 hour ago, hyperion said:
Armour are currently 5 values - hack, pierce, crush, fire, poison
Worse for attack, even without weapon switching - hack, pierce, crush, fire dmg, fire interval, fire duration, poison dmg, poison interval, poison duration, range, attack interval, counter boni
This obviously won't reasonably fit. My take, instead of showing half the truth better to not show at all.
About what stats to show:
I like wratii's approach, merging the attack stats into one and showing the kind of attack (h/p/c) with an icon.
I've been playing for some time now and still can't remember the stats. I'm playing just for fun, so it's a nice to have the approx strength of a unit with one glance.
Displaying fire, poison and counter bonis is impossible, but that's the same for hero bonusses etc too. Therefor there is the viewpage. Maybe it's possible to add icons for those without the number, so you know there's something you might wanna look up.
The only stats that I'm kind of missing are the gather rates. Also I like the idea to make it look familiar to players from other RTS games.
What would you think about putting the command icons in a vertical column like that? Optional on the other side
(Of course they need to be turned around, i just was too lazy :D)
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Sieht gut aus!
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I like it
The icons are not really self-expressing, but I get it's WIP. The Attack stat is calculated like (Crush+hack+pierce):Interval right? I think it get's it wrong sometimes when there are multiple attack parameters
The command icons are bigger now, but i guess it's because of the building menu. they should be more distinguished from each other
59 minutes ago, wowgetoffyourcellphone said:And I don't like moving the command buttons into the production panel.
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the only thing the button does is giving the women the order to either "garrison" or "go back to work", right?
So if you raise an alert and then manually send them back to work, the button would still be shown as "alert", so you'd have to click twice to raise an alert again. So it's not a state but an one-time order? I think it'd be better to keep two buttons tbh
QuoteHas there been much consideration for colour blindness with these icons? That's where I could see the current alarm bell be problematic.
true
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Like one button with a changing icon? Though i think there might be cases where you would have to raise an alert two times without ending it, eg. if you ungarrison some units in between
4 minutes ago, Stan` said:It was because one used to be able to have multiple alarm levels.
ah ok, so that's the reason for the red bell
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Is there a tree stump actor or entity in Atlas? I didn't see one, only found the flora/decal but nothing with a stump
might be an idea for the art as well to have a stump left for some time after a tree is cut, similar to the rubble of a destroyed building
since I didn't know the word myself, this is what i'm talking about:
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Ranged units cancel attack
in Bug reports
Posted
to reaim yes, but not to reload. If the unit already has an arrow or stone or whatever it's shooting, it's strange if it just disappears. Though I agree the a23 way wasn't perfect either, especially if the new target would be behind the unit. I guess making it depending on the angle between old and new target couldn't be a quick solution? Like below maybe 45 degree turn a23 way, otherwise cancel and reload?
Anyway, I'm looking forward to how it's done in a25!
Thanks!