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Posts
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Everything posted by nifa
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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!
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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 OnagerA23.mp4 The onager is loading, then you give the command to attack the other house -> the loading continues and it turns and shoots OnagerA24.mp4 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. 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 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 fighting.mp4 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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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 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 @Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory the_limes_2p.pmp the_limes_2p.xml
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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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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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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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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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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
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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 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 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: