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Pureon

WFG Retired
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Posts posted by Pureon

  1. Units are actually spec'd to self-heal over time, when idle only. I'd rather only have this feature for Heroes, so that healing units is reserved for the Temples and Priests.

    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.

  2. 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).

  3. 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 :)

  4. 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? :D

    Edit: I created a new Euler bone rotation, but the wheels still turn backwards after turning forwards.

  5. 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:

    731f41018d.jpg

    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.

  6. Thanks for the tips guys. For the animation to look correct within Blender, the IPO for the 4 wheeled ram looks something like this:

    post-9743-0-84449600-1305671443_thumb.jp

    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.

  7. 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.

  8. I think they would auto-move to the nearest dropsite to deposit their loads before fighting back. The player could manually task them to defend themselves, but then they'd lose their resource load. What do you think?

    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)

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