Alexandermb Posted June 29, 2017 Author Report Share Posted June 29, 2017 i'm not sure about the fence but, here is what @Lion.Kanzen proposed, battleground in the barracks and using the same method of the norse_blacksmith, added prop points for 3 infantry fighting outside using the battleground.Rec 2017-06-29 15;29;24.avi Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 29, 2017 Report Share Posted June 29, 2017 Lo deja muy alargado sería mejor darle una proporción cuadrada. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 29, 2017 Author Report Share Posted June 29, 2017 (edited) y lo demás esta bien ?, otra opción seria trasladarlo hacia el lado derecho o izquierdo. Edited June 29, 2017 by Alexandermb Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 29, 2017 Report Share Posted June 29, 2017 Hay que ver. we must if how works better we are talking about form a square , a perfect square... if you guys remember y suggested this before because this structure broke the traditional barrack square in RTS. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 29, 2017 Report Share Posted June 29, 2017 Well that's the eternal fight between accuracy and gameplay. For which I'm always going to stand on accuracy. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 29, 2017 Report Share Posted June 29, 2017 The accuracy can be unfair if a faction can place a barrack and other can do it. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 29, 2017 Author Report Share Posted June 29, 2017 Same for me, i look for realism, as long as it good for everyone between performance and developers ideas. Note: i have been testing how far the performance with high poly meshes can go using 2.2k tris body for units in one faction. it seems to work good enough even when i have like 200 soldiers Quote Link to comment Share on other sites More sharing options...
Skhorn Posted June 30, 2017 Report Share Posted June 30, 2017 (edited) 5 hours ago, Alexandermb said: Same for me, i look for realism, as long as it good for everyone between performance and developers ideas. Note: i have been testing how far the performance with high poly meshes can go using 2.2k tris body for units in one faction. it seems to work good enough even when i have like 200 soldiers It's somehow known, but test it on big maps or multiple equal buildings an see how it performs in that conditions. As for the realism, we only have what persisted through the ages, i guess we can fill some holes with imagination as long it does not surpass reality. IMHO Edited June 30, 2017 by Skhorn 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 4, 2017 Author Report Share Posted July 4, 2017 Using the @wackyserious template for road i've made a buildable road and added an aura for 20% more walk speed when walking through the road its like building the walls. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 4, 2017 Report Share Posted July 4, 2017 Quote hola se le puede agregar un efecto de camino de peiedras o losas al tedador de los edificios como tien el age of mythology como efecto estetico? Alguien me preguntaba esto en el juego en general. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 4, 2017 Author Report Share Posted July 4, 2017 Después de varios tediosos templates repetidos que escribí anoche, logre hacer que sean como un camino, el tema esta en obligar a las unidades a caminar por ahí, o simplemente hacer el camino por el lugar mas conveniente. Este es el "actor" de wacky, el material dice "terrain_base" y no hay mesh definido, asi que solo se usa el terreno como mesh y funciona como camino, al asignar una textura distinta que sean piedras o ladrillos se pueden hacer caminos normales. Estos son los templates que copie y adapte para que sean caminos: templates/structures] templates Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 4, 2017 Report Share Posted July 4, 2017 I think the suggestion is like related building these are near each other. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 4, 2017 Author Report Share Posted July 4, 2017 esos parecen ser como el decal "dirt", tal vez asignando una condición de si una estructura esta cerca, aparecer esa entidad pero desconozco si hay algún método o trigger que determine situaciones especificas para aparecer un prop que no sea el "event" o "load". 1 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted July 4, 2017 Report Share Posted July 4, 2017 Quote: Spoiler 3 hours ago, Alexandermb said: Using the @wackyserious template for road i've made a buildable road and added an aura for 20% more walk speed when walking through the road its like building the walls. It's nice, it may work in a city building gameplay, it adds more micromanagment, but i think it can be another way to play the game if included. Just one suggestion, could you make another foundation actor for the roads? Using the ones used for the palisades (2x2) seems to be quite wierd Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 5, 2017 Author Report Share Posted July 5, 2017 @Skhorn i'll try to make on later i propose something like the roman army camp for the anglo as the fortress, i use as reference something from the same book i used for the anglo walls. For the fortress i will add a lot of props, turf like the roman camp. maybe road paths from the tower to the center, house and main structure. maybe change the walls to something more like the real anglo walls with slopes inside the camp. 3 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 5, 2017 Report Share Posted July 5, 2017 The palisades looks so uniform. Needs some imperfection to be realistic. Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 5, 2017 Report Share Posted July 5, 2017 I like that tower a lot though. 1 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 5, 2017 Author Report Share Posted July 5, 2017 Adding props like weapons etc. and will adjust the pallisade for add battlements and less symmetrical 4 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 5, 2017 Report Share Posted July 5, 2017 (edited) This remember me thst new game "Veil of crows" Edited July 5, 2017 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 5, 2017 Author Report Share Posted July 5, 2017 that game has a lot of good things for gameplay. but the optimization is terrible. i remember the first reléase i could play 2 mins until it crashes or consume my whole cpu. I would like to have the starways gameplay to the walls but first the walls needs to be able to walk over and not only garrison. 3 Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 5, 2017 Author Report Share Posted July 5, 2017 11 hours ago, stanislas69 said: I like that tower a lot though. The tower is a prop, so the mesh can be used other ways. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted July 5, 2017 Author Report Share Posted July 5, 2017 Pallisade ready props ready cross could be better (Based on Ruthwell Cross will do adjustments) Spoiler 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted July 5, 2017 Report Share Posted July 5, 2017 18 hours ago, Skhorn said: It's nice, it may work in a city building gameplay, it adds more micromanagment, but i think it can be another way to play the game if included. This for the roads because the pathfinder doesn't take into account movement speed ^ Fortress looks interesting! 1 Quote Link to comment Share on other sites More sharing options...
tlauick_19 Posted July 5, 2017 Report Share Posted July 5, 2017 18 minutes ago, Alexandermb said: Pallisade ready props ready cross could be better (Based on Ruthwell Cross will do adjustments) Hide contents se ve bien pero parece un poco amontonado todo tan ves un poco mas de espacio entre cada edificio , y la torre se vería mejor solo un pelin mas grande que las demás estructuras Quote Link to comment Share on other sites More sharing options...
Skhorn Posted July 5, 2017 Report Share Posted July 5, 2017 Agreed with what @tlauick_19 said about the size of the tower, a little bit more bigger would be nice! 2 Quote Link to comment Share on other sites More sharing options...
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