Pureon
WFG Retired-
Posts
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Everything posted by Pureon
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I agree, self-healing on all units would greatly reduce the usage of priests. Self-healing could be activated on all units when they are garrisoned though, although much slower than it is now.
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A flip command would be sufficient imo. I wouldn't mind seeing both options available, however like most here I have a preference for the standard "drag-click" system as it's more strategic.
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Brilliant answer! Spot on.
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That's what I thought, thanks for clarifying. I'm not actually the one experiencing this problem, it's our Sound Effects team who all primarily use Macs.
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Thanks mtkaz, very helpful! Anybody else unable to hear game sounds on their Mac? If yes, is there any way to fix this (like update OpenAL)?
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With time warp activated, press spacebar to warp through time (speed up game time)
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Femtosecond pulse compressor (tech upgrade for the corral)
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Welcome to the forums Jim
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I'm not too sure about that. Maybe following the AOK system is the safest and least controversial way of doing it.
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I agree with oshron on this one. Lots of food, but eventually they run out and need to be reseeded. Agree an option could be added to make them reseed indefinitely (if wood resource is available).
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I'd prefer to keep the current selection box. Adding perspective would add an unnecessary complexity. Plus the new control groups (in Alpha 5) make unit management much easier. I had 1 large infantry group as my main attack force, one fast response cavalry group to catch any runaways, and one siege group to take care of the AI's defences - all numbered 1-3
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Apparently new to Blender 2.5 is the option to use Euler bone rotation. Until I get home tonight I won't be able to confirm that, and there's surprisingly not very much info available online, but maybe changing it will solve all our Blender animation bugs? Edit: I created a new Euler bone rotation, but the wheels still turn backwards after turning forwards.
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Sorry I'm at work now and won't be able to show you the ram's legend until I get home tonight (have been working really long hours for the past few weeks). Best online example I could find is this: Notice the W, X, Y and Z quaternion rotations in the middle left window - these are the ones that appear in my Ram's curve above. Hope that's helpful for now.
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Thanks for the tips guys. For the animation to look correct within Blender, the IPO for the 4 wheeled ram looks something like this: Which doesn't make any sense to me. I've tried it with linear, curve, and a mixture of both interpolation methods, including a similar shape to the one posted above. I need to get a bit more familiar with Blender 2.5, I haven't used it much and the animation functions have changed.
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VS2010 performs the conversion, but then always complains about something VC2008 not matching for every vcproj file. It's always done it. Here's the output: http://pastebin.com/uqtYuzSc
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Wow very nice! How big is it compared to the existing houses?
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No more in-game errors occuring for me
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I'm on Windows, updated svn, updated workspaces, used Visual Studio 2010 Express to build and run. Multiple lines of that error appear.
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I've been unable to run the game for almost 2 weeks using the latest builds. Not sure if it's always been the same error. I know DynamiteSoundBytes has also had the same problem. I assumed it was due to the bugs listed as release blockers on trac.
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I use Blender so am unable to answer your stock Max setting question - Just make sure it's exporting the UVs
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Try this: Remove any unnessary objects such as cameras, lights, and other mesh objects. Only export the 1 object you want.
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Hero Embellishments
Pureon replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Would the star only appear when the hero is selected? -
Two things to check: - All faces should be UV unwrapped to the same texture - All faces should be triangles Hopefully that'll do it
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Hero Embellishments
Pureon replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I was never a fan of Explorers having embellishments in AOE3, so you can probably guess what I think about having them in 0AD too -
That works The unit AI would automatically stop the unit gathering resources and divert them to the nearest dropsite where they can pick up their weapons to become soldiers. Female citizens would either fight back, or run to the nearest garrisonable building (from which they can fire arrows). Do citizen-soldiers all have a small knife to fight back with? The unit's stance setting (which we haven't got yet but I believe it's planned) determines whether a citizen soldier attacks with weak knife or runs for weapons (the third option could make them run for the nearest garrison)