[English Version]: a very nice idea is to add a option to put archers above walls and fortress to defend it.
[Spanish Version]: Seria genial tener una opcion para colocar a los Arqueros en las Murallas y Fortalezas para defenderlas de los atakes enemigos.
If you dont understand the english version, you can use google translate in the spanish version.
Range Units Above Walls and Fortress?
Started by
Hazardoz
, Jun 17 2012 04:38 AM
8 replies to this topic
#1
Posted 17 June 2012 - 04:38 AM
#2
Posted 17 June 2012 - 11:38 AM
(Spanish) Si, es una idea que siempre eche de menos cuando juegue al AoE y que me gustaría mucho ver en 0 ad. Que gusto ver españoles comentando en este foro. ¿De donde sois? Yo de Zaragoza, España.
(English) Totally agree with the idea.
(English) Totally agree with the idea.
#3
Posted 17 June 2012 - 01:39 PM
Units on walls would indeed be cool, but it's currently out of scope for part 1.
http://trac.wildfire...ayFeatureStatus
As far as I know the reasons are increased complexity for pathfinding and because it wouldn't add very much to the basic gameplay.
However you can still garrison units in the fortress or in towers.
http://trac.wildfire...ayFeatureStatus
As far as I know the reasons are increased complexity for pathfinding and because it wouldn't add very much to the basic gameplay.
However you can still garrison units in the fortress or in towers.
#4
Posted 18 June 2012 - 03:32 AM
The simple case would be something like adding prop points to existing wall models such that a unit would move "onto" the wall. There's currently no mechanism in the engine for doing that, as far as I know, props have to be defined in the actors. The complex case would involve pathfinding, a different pathfinder than normal unit movement, so that a unit would walk along a predefined path, up a staircase or in a door, and out along the wall itself. In both cases the unit would need to be able to interact with the world and also be targeted by enemy units, so it adds a lot more complexity for a mostly visual aspect.
Ben Brian [ aka historic_bruno ]
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#5
Posted 19 June 2012 - 02:54 PM
historic_bruno, on 18 June 2012 - 03:32 AM, said:
The simple case would be something like adding prop points to existing wall models such that a unit would move "onto" the wall. There's currently no mechanism in the engine for doing that, as far as I know, props have to be defined in the actors. The complex case would involve pathfinding, a different pathfinder than normal unit movement, so that a unit would walk along a predefined path, up a staircase or in a door, and out along the wall itself. In both cases the unit would need to be able to interact with the world and also be targeted by enemy units, so it adds a lot more complexity for a mostly visual aspect.
Is it possible to make the wall behaves like a hill (creates higher surface than the ground), and required stairs so non mounted units can walk through the ramp to man the wall?
Edited by majapahit, 19 June 2012 - 02:54 PM.
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#6
Posted 19 June 2012 - 03:11 PM
majapahit, on 19 June 2012 - 02:54 PM, said:
Is it possible to make the wall behaves like a hill (creates higher surface than the ground), and required stairs so non mounted units can walk through the ramp to man the wall?
#8
Posted 25 June 2012 - 10:21 PM
Maybe like athens and their ships the walls train units like oil dumpers and archers/javelinist and like making the top of the wall a surface and that where the units would spawn
#9
Posted 13 August 2012 - 10:09 AM
A proposal for a simplified solution: walls could be garrisoned by archers, like other structures. User selects an archer, player orders him to garrison a wall segment, archer approaches it, then wall he appears on the wall. When wall is destroyed, archer also dies; when archer is killed, he falls from the wall and disappears. The solution would be simplified because:
- archers cannot walk on the walls, their position would be fixed (they are "part" of the wall)
- this feature would be restricted only to a unit type (archer)
- need for additional animations is limited, because all animations for archer already exist. Only "enter" (archer climbing a stair) and "exit" (archer falling) animations could be made, but they are not so necessary at a first phase of implementation.
A second, harder, possibility:
- archers garrison the entire wall, not only a segment
- climbing and falling are only animations
- a separate (flat) heightmap is created, corresponding to the entire wall, on which archers can walk. Connections between terrain heightmap and this one are not necessary: they would be limited to garrisoning/ungarrisoning aminations.
- archers cannot walk on the walls, their position would be fixed (they are "part" of the wall)
- this feature would be restricted only to a unit type (archer)
- need for additional animations is limited, because all animations for archer already exist. Only "enter" (archer climbing a stair) and "exit" (archer falling) animations could be made, but they are not so necessary at a first phase of implementation.
A second, harder, possibility:
- archers garrison the entire wall, not only a segment
- climbing and falling are only animations
- a separate (flat) heightmap is created, corresponding to the entire wall, on which archers can walk. Connections between terrain heightmap and this one are not necessary: they would be limited to garrisoning/ungarrisoning aminations.
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