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Pureon

WFG Retired
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Posts posted by Pureon

  1. That's what I do for the moment, but it's not very convenient. When you want to put a building on a place where there's not a lot of room, you want to use rotation and horizontal positionning at the same time. Currently, when I want to place a fortress at the top of a cliff, but as close as possible from the edge of the cliff, I have to guess what the best rotation would be fort that, then click on a place where the virtual building is red, turn it like I want, go back to the point I want to place it, and click (hoping that there's no obstacle that could prevent me to place the building once rotated). So the keyboard shortcuts are often preferable (or the mouse, I think in AoM you can use the wheel to rotate buildings, 'not sure).

    A few months ago I created a ticket requesting a way to define rotation values (0, 45, 90, etc.) in the building's actor file - when the building is placed it gets placed at the stated rotation values randomly. This will be useful for walls, houses, and other structures. It'll help add some more building variety to bases, which is a good thing :D

    Perhaps it's already been implemented, i should check on trac when I get home.

  2. Unfortunately JuBot is no longer being developed as of Alpha 9-10, so errors are likely as it hasn't been tested much prior to the release of Alpha 11.

    qBot and AegisBot are recommended, although errors may sometimes appear for those too.

  3. and would not be possible for the skirmishes have the ability to have much larger scenarios? so you could play games against the AI ​​that lasted much more than a couple of hours, this is something I've always missed in these games

    Try playing on a 'Giant' random map instead - those are much larger than the scenarios

  4. It's pretty awesome. I question the need for all of the interior geometry though. There are things you can do to insinuate hallways and such, without actually modeling the entire interior of the building. From the way you described it in our discussions, it sounds like you can shave off a couple thousand triangles by eliminating all that interior stuff.

    Lets see how many polys it is in-game first though :)

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