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Pureon

WFG Retired
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Everything posted by Pureon

  1. lol great to hear! I can't wait to move forward with sound updates after Alpha 11 is released.
  2. Deiz and historic_bruno are looking at it - check with them on IRC (I can't I'm still at work)
  3. Last I read on IRC we were doing a 400x300 preview image aligned top left on a 512x512 image - no stretching. Has this changed again?
  4. Great news! If we can get this into Alpha 11 you'll make thousands of people very happy
  5. By making the arrow attack weaker? The attack distance can also be reduced.
  6. What's the best way to balance that - without making defense towers too strong or walls too expensive? To build a wall tower, a wall segment and end wall tower must also be built, so the stone cost is a lot higher than just 1 defense tower.
  7. Once again very nicely written plumo. An entertaining and informative read even for those of us on the team
  8. I've just listened to your new sound files and I think you've addressed all the feedback we've given very well I can't hear anything else that needs to be changed, so unless someone else has any feedback on the horse sounds, I'd say lets get you started on another task. Our elephant units currently use cavalry sounds, which is always unexpected when in-game, so would you like to work on some elephant sounds next? Same states as before: Idle, Selection, Attack, and Death Great work!
  9. Capturing will help stop structures being OP. I thought the general feeling was that ranged infantry units were too over-powered already, so improving their aim will make them even stronger?
  10. The Iberian AI wouldn't know how/where to build the gates in the wall, would it? It looks fixed to me
  11. Hi Evan, Some of the team have listened to your horse sounds and overall we're impressed with what you've created! We were in agreement that the Attack and Death sounds are perfect, we really like them, so no further work is needed on those unless you want to. Horse_Select_04 is very good, but we feel it's too agitated to be a selection sound, but can work well as another attack sound. We agreed that the three remaining Select sounds (01, 02, and 03) are too mechanical/robotic. These need the most improvement, especially since they will likely be the most notable in-game. The Idle sounds are almost there, but some of us thought they were also slightly mechanical (boxy) and could be less emphatic. If you have any questions about the feedback please let us know. Hope you take this as constructive criticism, because that's how it's intended
  12. Cool video! I've never seen a professional game where UVs are outside the UV grid, and I know most modelers stick to within the grid, but I don't know the technical reasons behind it.
  13. Having Lake as a circular map makes more sense to me, especially since it removes any advantages players get from corners, however go with what you feel works best
  14. All the new rock models still need foundations to go below ground. Also many faces are UV mapped sticking out of the UV image - I was always under the impression faces should be mapped fully on the image canvas to stop seems appearing when shader effects are added, but perhaps this is no longer the case?
  15. If you could upload them to a dropbox account and then post the download link here, we'll listen to them.
  16. Confirmed. It doesn't look like it's in the latest version.
  17. That's worrying. Could it mean other textures are also wrong?
  18. Don't worry too much about getting it into Alpha 11, Alpha 12 will be round the corner soon enough
  19. Could you record a few clips of your waves? If they aren't too bad, I'd say we commit them and then anyone can help tweak textures/functions to improve on what you've already done. Can the waves opacity be reduced easily?
  20. Thanks for the report. The object was being used to modify the player controlled area, not sure it's needed anymore, but shouldn't be visible or cause errors when selected. If Mythos hasn't fixed it first, I'll look into it when I get home
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