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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Castle Creations ltd. (v0.01 5:24 5/3/09 GMT)
I played a game where I just attempted to trap as many people in my moat as possible. It helps that they just stand there shooting at the invulnerable side of the drawbridge...
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Tue May 05, 2009 1:02 pm |
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DummyFaction
Joined: Fri Feb 20, 2009 1:09 am Posts: 29
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Re: Castle Creations ltd. (v0.01 5:24 5/3/09 GMT)
411570N3 wrote: I played a game where I just attempted to trap as many people in my moat as possible. It helps that they just stand there shooting at the invulnerable side of the drawbridge... Me too, it would be great if i knew how to set where the attackers spawn ONLY. I hope the full version comes, with knights of course, and to make it fair I hope melee masters can take a lot of bullets, unless they would be useless
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Tue May 05, 2009 5:43 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.01 5:24 5/3/09 GMT)
411570N3 wrote: invulnerable side of the drawbridge... Not quite invulnerable, just takes 250 hits. Pretty close though. DummyFaction wrote: I hope melee masters can take a lot of bullets Quite a few. Iirc, the main body can take a good 80 wounds. Then again, the melee weapons shoot out 20-50 particles per swing, so that's like three swings if all the particles hit.
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Tue May 05, 2009 6:05 pm |
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GISMO
Joined: Mon Apr 13, 2009 3:18 pm Posts: 80 Location: FINLAND RULZ
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Re: Castle Creations ltd. (v0.01 5:24 5/3/09 GMT)
John_bowe wrote: GISMO wrote: FINALY SUM CHANGE TO DA BLADI crap ORIGINAL BUNKERS WHAT WE HAVE USED FOR AGES Ummm....spelling and grammar much? who cares.. do you want me to speak finish ???
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Tue May 05, 2009 6:22 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Updated, v0.02. One new map, and background crenelations for making courtyards or something. That's what I used them for.
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Tue May 05, 2009 9:44 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Duh102 wrote: Updated, v0.02. One new map, and background crenelations for making courtyards or something. That's what I used them for. Sick! you should add mounted cannons, boiling oil aemitters, and a brain shaped like an emblem! Done with wanderers! viewtopic.php?f=61&t=14510
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Tue May 05, 2009 10:33 pm |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Lets have those actors! This is good, but I'm not playing it till I can have little mace nuts storming it.
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Wed May 06, 2009 8:28 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Have you thought about adding those window things in the sides of castles? Or a kind of staircase?
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Wed May 06, 2009 10:07 am |
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Prunelord
Joined: Mon May 04, 2009 2:01 pm Posts: 22 Location: Australia
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Very nice modules, can't wait for melee masters mod. Will the melee masters come with an activities file?
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Wed May 06, 2009 1:54 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Prunelord wrote: melee masters come with an activities file? Yep. That's how I playtest. I must admit, the AI can't handle melee weapons very well They usually sit about two to three melee range distances away from you and fire away. The rangers are deadly though, especially when you face more than one while your actor only has melee weapons. They can pound you a good three or four times if you don't jetpack into them. @4ll570N3: Ah, I knew I had forgotten something. Arrow holes when I get time. What kind of staircase, just a replacement for the little 24x24 blocks? I can do that quickly.
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Wed May 06, 2009 5:22 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.03 21:27 5/6/09 GMT)
Doublepostbumpdate
Swinging hammer door trap thing. Spikes trap, for moats and whatnot. New map by the premier mapper Gotcha!
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Wed May 06, 2009 10:29 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
Duh102 wrote: Prunelord wrote: melee masters come with an activities file? Yep. That's how I playtest. I must admit, the AI can't handle melee weapons very well They usually sit about two to three melee range distances away from you and fire away. The rangers are deadly though, especially when you face more than one while your actor only has melee weapons. They can pound you a good three or four times if you don't jetpack into them. You can make a copy of the knight specifically designed for the attacking AI by having its StandPath be the same as walkpath. That way it will keep moving at you and swinging the blade at the same time.
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Wed May 06, 2009 10:33 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Castle Creations ltd. (v0.02 20:40 5/5/09 GMT)
numgun wrote: Duh102 wrote: Prunelord wrote: melee masters come with an activities file? Yep. That's how I playtest. I must admit, the AI can't handle melee weapons very well They usually sit about two to three melee range distances away from you and fire away. The rangers are deadly though, especially when you face more than one while your actor only has melee weapons. They can pound you a good three or four times if you don't jetpack into them. You can make a copy of the knight specifically designed for the attacking AI by having its StandPath be the same as walkpath. That way it will keep moving at you and swinging the blade at the same time. il do that with my wanderers mod, thatl fix the ai im trying for.
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Wed May 06, 2009 11:25 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Castle Creations ltd. (v0.03 21:27 5/6/09 GMT)
The spikes are nice and do what they're meant to well. But the Hammer Traps don't work on AI. Ever. Also, a firing port would just be a small hole, preferably with slanting from larger on the inside to smaller on the outside, to simultaneously help with the firing and not getting hit.
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Thu May 07, 2009 10:03 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Castle Creations ltd. (v0.03 21:27 5/6/09 GMT)
The hammer is really easy to be taken out by ranged units. Oh well, everything has flaws.
All we need now are cannons and boiling oil! Ouch!
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Thu May 07, 2009 10:56 am |
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