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Re: priorities for a beta!

Posted: Mon Aug 03, 2020 7:59 am
by Badnorth
The shadows on this sprites are too thick.
I changed it to use black with 20 - 45 :arrow: % Transparency on shadows.
unit_eng_art_handcannoner.png
unit_eng_art_handcannoner.png (2.81 KiB) Viewed 5030 times
unit_eng_art_falconet.png
unit_eng_art_falconet.png (2.23 KiB) Viewed 5030 times

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 8:10 am
by Badnorth
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Re: priorities for a beta!

Posted: Mon Aug 03, 2020 8:12 am
by Badnorth
Longbow doesn't fit , grall is fixing it now I think.

Sprites need
Arquebusiers - Shading
Crossbowmen - Shading
Workers - Fixes

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 4:13 pm
by Gral.Sturnn
dont worry fellers got you covered

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 4:18 pm
by L4cus
QuadrupoleStrat wrote: Mon Aug 03, 2020 7:59 am The shadows on this sprites are too thick.
I changed it to use black with 20 - 45 :arrow: % Transparency on shadows.
unit_eng_art_handcannoner.png
unit_eng_art_falconet.png
Should i use this fañconet or the next one?

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 5:46 pm
by L4cus
L4cus wrote: Mon Aug 03, 2020 6:12 am
QuadrupoleStrat wrote: Mon Aug 03, 2020 5:44 am Finally found it.
Please edit the late knight i just posted
Also, the knights look small...they should be taller than a normal man

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 8:27 pm
by L4cus
QuadrupoleStrat wrote: Mon Aug 03, 2020 7:52 am Like this ?
- added helm
- added armorlarmorl
Bbeee.png
64 cannon.png
the clothes of one artillery operator changes after transformation...and it needs some more team colo (and tiny line on the cannon maybe or the clothes...)

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 11:19 pm
by Squirrel5555
Horse proportions are the same as in AOS, if you made the normal infantry too large that is on you lol.

Also the warhammer knight sprite is different for england and france not just in colour... and you just recoloured the french one to english colours... so dont get them mixed up :D they have different helmets and armour please edit the correct ones shadows.

I think the team colour on them is more than enough.

Re: priorities for a beta!

Posted: Mon Aug 03, 2020 11:43 pm
by L4cus
So...the blue color is hard to see...i have played...
About size, its ok then...
Mmh...u r the one will modify those sprites in case its needed
Also, nice to su you here on the forum @Squirrel5555

Re: priorities for a beta!

Posted: Tue Aug 04, 2020 1:28 am
by Badnorth
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Re: priorities for a beta!

Posted: Tue Aug 04, 2020 1:29 am
by Badnorth
L4cus wrote: Mon Aug 03, 2020 4:18 pm
QuadrupoleStrat wrote: Mon Aug 03, 2020 7:59 am The shadows on this sprites are too thick.
I changed it to use black with 20 - 45 :arrow: % Transparency on shadows.
unit_eng_art_handcannoner.png
unit_eng_art_falconet.png
Should i use this fañconet or the next one?
Current one

Re: priorities for a beta!

Posted: Tue Aug 04, 2020 2:06 am
by L4cus
QuadrupoleStrat wrote: Tue Aug 04, 2020 1:28 am.
look at the bombard crew!
there is one man changing shirt color! is the one with the horses

Re: priorities for a beta!

Posted: Tue Aug 04, 2020 2:13 am
by Badnorth
:lol:

Did not see that.

Re: priorities for a beta!

Posted: Tue Aug 04, 2020 2:21 am
by Badnorth
..

Re: priorities for a beta!

Posted: Thu Aug 06, 2020 9:25 am
by DreJaDe
L4cus wrote: Sun Aug 02, 2020 11:18 am
DreJaDe wrote: Sun Aug 02, 2020 10:37 am
L4cus wrote: Sun Aug 02, 2020 2:32 am dont worry about artillery...i have everything under control (no really) so my idea is to make artillery only effective against structures by historical reasons
so if u focus on producing artillery u will have to deal with 3 problems:
1 it is not effective against infantry or cavalry
2 the cooldown so artillery cant attack every turn as frequently as aos artillery (2 turns for every artillery unit)
3 movility: artillery units must transform to move (some light artillery wont have this problem)

the same for ships (but without the cooldown and movility nerf)

it is actually pretty nerfed
I don't agree with this.
1. It should be atleast good against infantry and bad for cavalry.
2. There should be a way to translate the artillery to make it have 1 hit per turn.

Maybe it can have lesser damage but atleast be a good option for long base counter for infantry.
1 As i said, at those eras, artillery wasnt that good
They were more to intimidate the enemy and inflcit few losses before the battle begins
Artillery wont be usegull against infantry at least at the very beggining. The technologies and technichs were improved so for middle and late game the artillery will change as well as infantry tactics (thats the main why pike formation like tercios dissapeared) so they would be badly affected by artillery (an slight bonus and they will get grapeshot to deal with)


2 thats actually a good point amd not a bad idea...
I have tested artillery on modded version and it is really difficult to even shoot...
I will change this detail
Thanks DrejaDe
What about this
Well, miss chance perhaps?
At start Artillery will have more miss chance in infantry that it already will have.

Hmmm
I still don't want to loose it's advantage over inf. LOL

Re: priorities for a beta!

Posted: Thu Aug 06, 2020 1:22 pm
by L4cus
Miss chance or less damage are two ways to reduce efectivenesssagainst infantry
I wouldnt like to make it random...i mean, with s solid damage, the game becomes more strstegic
Thats why infantry wont have miss chance too

Re: priorities for a beta!

Posted: Thu Aug 06, 2020 1:39 pm
by L4cus
There is a topic for artillry subxategories, u can ppst ur suggestions there