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Will there be something similar to strategus? (pls slap me with a huge fishboat if its already stated somewhere)We have something planned, but it will not be part of the initial game.
It took me way too long to wrap my head around how those angles corresponded to those swings. Generally speaking, a coordinate system is set up as follows:Our exposure to the warband module system has all made us a bit crazy. I worry about chadz and cmp sometimes..
90
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180 ------------------ 0
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270
in academics, so it took me far longer than I would like to admit to realize that the 0/360 degrees point was at the top. I'm too much (or maybe too little) of a nerd, apparently.
8 each. 8 attack directions with 8 fitting block directions.
But it ain't as bad as it sounds. The game will (probably) differ between a full block where you hit the full appropriate block and a "half block" where you generally got the right direction of the block but "just" parry due to the physics. Something like that...
But as ptx wrote, everything is more or less still changing and moving. I'm just trying to give a general idea about it.
I think the 360° thing is different than one might think - iirc the animations are supposed to blend in a way that it looks like a 360° system but with 8 directions? That's just me more guessing than knowing tho.
Technically it is 12 attack animations: 2 for [45,135,225,315]º and one for [0,90,180,270]º, where 315-45º are considered overheads, 45-135º right swing, and so on. When you attack, the engine blends between the closest two animations, the balance between them depending on the exact attack angle.
Oh hey guys, look! Fog is still in the game.Even better, we added an additional fog/mist for good measure: visitors can't see pics , please register or login
seen this in eve too. thought it was eve lore but could be wrongYeah, it is originally from the EVE community. If the dead and dying stick figures had a smile on them it would be more representable of DF
Posting this was probably a horrible mistake
it was our little secret ((Got to farm some renown while the news is relatively hot. chadz' renown whoring makes me look like a nun in comparison.
#flag names, available: 0-127
("flag_0", "flag"),
("flag_1", "Outer Walls"),
("flag_2", "Inner Walls"),
("flag_3", "Courtyard"),
("flag_4", "Keep"),
("flag_5", "Gatehouse"),
("flag_6", "Outer Gatehouse"),
("flag_7", "Inner Gatehouse"),
("flag_8", "Northern Gatehouse"),
("flag_9", "Eastern Gatehouse"),
("flag_10", "Southern Gatehouse"),
("flag_11", "Western Gatehouse"),
("flag_12", "Northern Walls"),
("flag_13", "Eastern Walls"),
("flag_14", "Southern Walls"),
("flag_15", "Western Walls"),
("flag_16", "Upper Walls"),
("flag_17", "Lower Walls"),
("flag_18", "Breach"),
("flag_19", "Harbour"),
("flag_20", "Tower"),
("flag_21", "Northern Tower"),
("flag_22", "Eastern Tower"),
("flag_23", "Southern Tower"),
("flag_24", "Western Tower"),
("flag_25", "Ship"),
("flag_26", "Village"),
("flag_27", "Outer Courtyard"),
("flag_28", "Inner Courtyard"),
("flag_29", "Marketplace"),
("flag_30", "Tavern"),
("flag_31", "Dungeons"),
("flag_32", "Stockades"),
("flag_33", "Blockade"),
("flag_34", "Armory"),
("flag_35", "Smithy"),
("flag_36", "Armory"),
("flag_37", "Barracks"),
("flag_38", "Archery Range"),
("flag_39", "Sewers"),
("flag_40", "Bridge"),
("flag_41", "Outer Bridge"),
("flag_42", "Inner Bridge"),
("flag_43", "Northern Bridge"),
("flag_44", "Eastern Bridge"),
("flag_45", "Southern Bridge"),
("flag_46", "Western Bridge"),
("flag_47", "River Crossing"),
("flag_48", "Stables"),
("flag_49", "Beach"),
("flag_50", "Beach Landing"),
("flag_51", "Siege Camp"),
#last available is flag_127
Can the selectable spawn for the attackers have the ID of 0? This is convenient as the defender flags have to be 1 or higher. Is this attacker selectable spawn treated as just another flag? Can I give it a name similar to how I name the actual flags?Yeah, should work with 0 as ID. And yeah, treated as a flag in many ways, but won't show up with a name currently, but I'll change it so attackers can see it's name on the map.