Flame_Valxsarion wrote:Aurilika wrote:That might be an interesting system to add a little bit of twist. That would give light weapons more of a reason to be used, but still leaves the heavy ranged weapon as the ideal ranged candidate. Maybe light weapons would give more of a bonus vs heavy ranged?
Ah right, heavy ranged.... Okay, I think I've got it figured out.
Something like this, yeah?
That would probably work fairly well. The one question I'd have is what happens if a unit has multiple weapons? I know that is a rare scenario, but I know some players like to play units with both a ranged and a melee weapon. Would a multi-armed unit just be neutral vs everyone?
TTTV wrote:How do you add more sprites for a creature? I'd like to attempt to see If i could add more belly sizes for some of the monsters but I'm unsure how to go about it on unity (since the only edits I've done are just simple sprite replacements of the last belly sprite). Any advice?
Well, I can tell you that there are more bellies coming for some of the monsters (notably the shark) but to add additional sprites, you'd need to replace the sprite, then do the slice and replace the sprites in the sprite dictionary like I mentioned in the previous post. Then, it gets a little bit trickier. You'd need to edit the Assets/Races/[MonsterRace].cs for the particular race that you were editing and change what indexes it's looking at for various things. That's all the references in that file to State.GameManager.SpriteDictionary.[MonsterRace] . It will be easier to add more bellies in the next version because I'm replacing the current system for getting the belly size with a slightly more intuitive one, but it will just involve digging around in that file. It's worth noting that the sprites start from 0, and if you add sprites in the middle, you'll need to adjust the sprites that are higher numbered.
Estee wrote:I've seen many good suggestions so far but please do not put too much on your plate at once, lest the project gets suffocated under the weight of its own ambition.
Don't worry, I'm pacing myself in that regard. I also bounce around between implementing sprites, AI, major features, minor features, code upgrades and ui improvements, so that I don't get bogged down for too long on a single issue.
MarkusFreeman320 wrote:I think to balance them them and make them stand apart light bows and melee should increase units speed and dexterity, since you can run faster with a lighter weapon and have more control and accuracy since it's easier to carry. While heavy melee should increase units strength and defence, since they are bigger and more powerful, and it's easier to block enemy attacks with a claymore than a dagger. Heavy bows should just increase strength, since you can't block with a bow. This will to allow heavy bows to pummel light bows but still give light melee the chance they need to be able to chase them down AND do good damage once they catch them.
That might work fairly well too, I'll certainly take that into consideration.
The next patch is coming along. I was planning on doing a faster patch to get the balance changes out, but then I got involved in some bigger projects. I'll probably either release it late this weekend, or in the middle of next week. Safe to say there's a lot of changes already (1 new main race, 1 new merc race, 2 new monster races, proper monster unit names, AI movement camera options, viewing stats and pictures of currently eaten units, a fair amount of additional tactical log text, and more) Still hoping to finish getting the random traits, army inventory, and 'evolution' for the young wyvern into the old wyvern in.