Outis Posted April 1, 2025 Share Posted April 1, 2025 Are there animations created for axe throwing or knife throwing? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 1, 2025 Share Posted April 1, 2025 3 hours ago, Outis said: Are there animations created for axe throwing or knife throwing? That would be nice. Or throwing rocks, so we could allow melee units onto walls and give them a short-range rock throwing animation. 2 Link to comment Share on other sites More sharing options...
Outis Posted April 1, 2025 Author Share Posted April 1, 2025 2 hours ago, wowgetoffyourcellphone said: allow melee units onto walls I was thinking mainly for Millenium AD but this sounds cool. 1 Link to comment Share on other sites More sharing options...
Alexandermb Posted March 29 Share Posted March 29 On 01/04/2025 at 2:07 PM, wowgetoffyourcellphone said: That would be nice. Or throwing rocks, so we could allow melee units onto walls and give them a short-range rock throwing animation. I totally forgot how to export, but maybe @Stan` can help you with the file: Spoiler Throw Rock Wall.mp4 0.A.D_Attack_Ranged_Throw_Rock.dae 3 3 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 30 Share Posted March 30 We need alternative attacks and then I can definitely envision allowing melee troops onto walls and giving them this very short range "ranged" attack. Link to comment Share on other sites More sharing options...
Outis Posted March 30 Author Share Posted March 30 20 hours ago, Alexandermb said: I totally forgot how to export, but maybe @Stan` can help you with the file: Reveal hidden contents Throw Rock Wall.mp4 11.45 MB · 2 downloads 0.A.D_Attack_Ranged_Throw_Rock.dae 654.63 kB · 5 downloads Man oh man that rock is heavy... What about interest in the throwing axe? This is both about the throwing animation as well as the rotating axe animation. Link to comment Share on other sites More sharing options...
Perzival12 Posted March 30 Share Posted March 30 11 minutes ago, Outis said: Man oh man that rock is heavy... What about interest in the throwing axe? This is both about the throwing animation as well as the rotating axe animation. Probably just animate an axe to spin in place, then set it as a projectile (though it might keep spinning even after it’s landed in the ground XD). Link to comment Share on other sites More sharing options...
Lopess Posted March 30 Share Posted March 30 I have axe thrower in Endovetico, and I used a javalineer animation there, but with a hissing sound instead. It worked well until we have a proper animation. 1 Link to comment Share on other sites More sharing options...
Outis Posted March 31 Author Share Posted March 31 10 hours ago, Lopess said: I have axe thrower in Endovetico, and I used a javalineer animation there, but with a hissing sound instead. It worked well until we have a proper animation. Do you have animation for the thrown axe mid-air? Link to comment Share on other sites More sharing options...
Lopess Posted March 31 Share Posted March 31 3 hours ago, Outis said: Do you have animation for the thrown axe mid-air? No, it goes like a projectile, with a straight trajectory. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 1 Share Posted April 1 20 hours ago, Lopess said: No, it goes like a projectile, with a straight trajectory. I'm thinking a vertical "twirling" animation--which should be very simple--would really sell it. 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted Sunday at 23:23 Share Posted Sunday at 23:23 Throw torches. You forgot. 1 Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted Monday at 00:52 Share Posted Monday at 00:52 (edited) 1 hour ago, Nicolaus_von_Kues said: Throw torches. You forgot. Perhaps use for short range anti building attack like in Age of Empires 3 At least for regular buildings. For walls and forts undermining with reused villager pickaxe animation might be more accurate (palisades, gates and wooden forts get axe instead). That is if weapon switching is implemented ofc. Edited Monday at 00:52 by Ultimate Aurelian 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 16 hours ago Share Posted 16 hours ago On 04/10/2026 at 6:52 PM, Ultimate Aurelian said: weapon switching is implemented ofc. Someone should pick up that patch again. Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted 4 hours ago Share Posted 4 hours ago (edited) 11 hours ago, Nicolaus_von_Kues said: Someone should pick up that patch again. I think the DE mod managed to have the Xiongnu champion cavalry switch bows and spears but im not sure. Edited 4 hours ago by Ultimate Aurelian Link to comment Share on other sites More sharing options...
Perzival12 Posted 3 hours ago Share Posted 3 hours ago 12 hours ago, Nicolaus_von_Kues said: Someone should pick up that patch again. Grapejuice has this iirc, albeit in a different way than might be expected (bowmen automatically draw swords/knives when enemies get within their minimum range) 1 Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 2 hours ago Share Posted 2 hours ago 31 minutes ago, Perzival12 said: Grapejuice has this iirc, albeit in a different way than might be expected (bowmen automatically draw swords/knives when enemies get within their minimum range) It's good to know that that ticket has been given continuity. Link to comment Share on other sites More sharing options...
Thalatta Posted 2 hours ago Share Posted 2 hours ago (edited) 41 minutes ago, Perzival12 said: bowmen automatically draw swords/knives when enemies get within their minimum range Something similar could be implemented in vanilla as optional (it's a mod, @Nicolaus_von_Kues). For example, on top of having units switching weapons like now (Immortals at least), doing so with a modifier (CTRL?) could "lock it", activating automatic switching according to range. Doing the same when producing units could then be the shortcut for "Activate Auto-Queue", and in that way it could be done per unit and not in general, like that button works now. Edited 2 hours ago by Thalatta 1 Link to comment Share on other sites More sharing options...
Ultimate Aurelian Posted 2 hours ago Share Posted 2 hours ago (edited) 2 minutes ago, Thalatta said: Something similar could be implemented in vanilla as optional (it's a mod, @Nicolaus_von_Kues). For example, on top of having units switching weapons like now (Immortals at least), doing so with a modifier (CTRL?) could could "lock it", activating automatic switching according to range. Doing the same when producing units could then be the shortcut for "Activate Auto-Queue", and in that way it could be done per unit and not in general, like that button works now. I'd like to see if there can be automatic spear throw before melee. For thureos units, Romans, Gauls, Iberians, Germans. Edited 2 hours ago by Ultimate Aurelian Link to comment Share on other sites More sharing options...
Nicolaus_von_Kues Posted 1 hour ago Share Posted 1 hour ago 1 hour ago, Ultimate Aurelian said: like to see if there can be automatic spear throw before melee That would be excellent. Also, ranged units defending with daggers. Speaking of which, there was also skirmisher infantry that was used for close combat, right? Link to comment Share on other sites More sharing options...
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