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Pureon

WFG Retired
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Everything posted by Pureon

  1. This. Having 1 place to get all the unit's info would be handy.
  2. What newspaper was it in? (I live in London)
  3. So did it get published in the end? Hope you got yourself a copy if it did
  4. To be honest, I'd like all the info related to the unit visible when hovering over the unit portrait, including the attack/armor stats - but I'll let others chime in
  5. That's probably more than what I've revealed about myself, so I suspect it's enough to satisfy the curious amongst us
  6. We'll probably use a horse until we get an animated cow model
  7. We added the shield/sword icon because a few people suggested it wasn't obvious the unit portrait shows the stat tooltip - that I agree with. But I wasn't expecting us to remove the functionality from the unit portrait, I really don't see the reasoning for that.
  8. I thought the AIs would now ignore resources they cannot access?
  9. Can you send me the optimized dae files for them?
  10. We have such a large unit portrait, why can't it be used to show the stat tooltip like the shield/sword icon does (and should)? I don't see why it just repeats the generic name which is now visible in the GUI anyway, I'd rather have it showing the stats like it did before.
  11. We're on IRC most days at some point. Ask away
  12. Elephant trader unit built in the market?
  13. Just wanted to say the rock mountain screenshot above looks fantastic
  14. Thanks for the update. We'll be awaiting your return
  15. Really happy to see things moving with the civ profile Thanks for your input Michael!
  16. There's pathing and obstruction obstacles to overcome first, so there's more to it than just making the model animate.
  17. Hopefully someone will decide to take a look at implementing that sometime
  18. That's a good start Geek! Rather than going into too much detail, we can limit it to only the 'Generic Name' and 'Class' fields for now. Any additional info can be added later if it's not immediately obvious/accessible. Don't get put off by the amount of detail for each unit/building. Anyone interested in giving the profile a go?
  19. Larger siege weapons will not be able to fit through the gates. Eventually most non-mobile siege weapons will pack into carts that will fit through. As long as most of the door is within the gate structure, it won't look too bad.
  20. I'll finish off the models and create the animations if some are needed, but first I need to clarify how gates function. Specifically, when the gate is opening the doors are going to swing out into the open - if something is in the way do the doors just go straight through the object, or do you need to move the object out of the way first. I believe we may have opted for the doors to become passable (units can walk through the door models) as soon as the doors begin to open. This will help with pathfinding (units won't get stuck behind open doors when trying to walk through the gate) and make gates quicker to implement. Other more complicated functionality can be added afterwards if needed.
  21. We need someone to begin the Mauryan Indians civ profile. It's structure can be similar to this one: http://www.wildfiregames.com/forum/index.php?showtopic=13562&st=0&p=211287entry211287 Follow Michael's rundown here: http://www.wildfiregames.com/forum/index.php?showtopic=16056&st=0&p=239945entry239945 Is anyone interested in helping us collate this type of information?
  22. I agree having a unit animation template file for future modders would be very useful. A few other reasons: 1) Increase the variety of meshes/animations available - currently we only have a small handful to choose from 2) Most of our 3D modelers use Blender, so our unit animations should be compatible, which they are not 3) Remove the few remaining PMD and PSA files - only the unit animations use this format, and these are not compatible with most 3D programs
  23. We urgently need some experienced Blender Skeletal Animators too - otherwise we'll be stuck with moonwalking elephants and a limited variety of unit body meshes to work with
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