Topic: Replace "recruits" by carriers
WorldSavior Topic Opener |
Posted at: 2017-05-23, 18:00
Is the new worker type "recruit" important for something? For me it looks that it could be replaced by carriers. Maybe this is easier than creating a new icon for the recruits in order to not be confused with the icon for soldiers Wanted to save the world, then I got widetracked Top Quote |
WorldSavior Topic Opener |
Posted at: 2017-05-23, 18:08
I just realized that it could also be an option to remove this worker type completely instead of replacing it. I mean, if a new warehouse/port is build, there are suddenly a lot of new atlanteans/imperials/barbarians inside. With the caserns it could be similar ;-) Or did you find out that "recruits" improve the game a lot somehow? Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2017-05-23, 18:31
I find the recruits pretty useless. Soldiers used to be created by letting a carrier grab the equipment. Now a worker that costs exactly as much as a carrier (nothing) goes to the barracks and gets equipped. There is no need for the "recruits" worker type. Plus, it´s annoying because I sometimes wonder where my soldier´s health bar has gone until I realize it´s just a recruit Top Quote |
WorldSavior Topic Opener |
Posted at: 2017-05-23, 18:46
As far as I know, you are absolutely right about all mentioned points Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-05-24, 13:35
I added them as eye candy - they can be easily removed. I'd still like to keep them in the game for a while though, in case we should get graphics contributions for them. Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2017-05-25, 10:17
Okay. Concerning graphics, now I remember this: The imperial tool smithy is a medium building, but it looks like a big one. And the imperial weapon smithy is a big building, but it looks like a medium or small one. That's confusing and doesn't make sense... So I suggest to change the graphics of the tool smithy. If would be great if it would look smaller then the weapon smithy. The weapon smithy has got a lot of different graphic files, so I don't know if it would be worth the work to exchange those graphics, too. Just switching the graphics of those two building would be confusing as well Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-05-25, 20:37
The problem is that we need a Blender artist. I managed to remove the helmets/shields/weapons from the soldiers in Blender, so I'm working on replacing the recruits animations - I hope to get that into trunk this week. Movement will look a bit weird with them holding up their shield arm, but I guess it's better than nothing. Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2017-05-26, 14:48
Okay... Well, maybe "nothing" is better than recruits But that's what I told already. Wait, "carriers" remind me at something: Those guys are working in atlantean gold spinning mills, that looks a little bit weird. If someone wants to improve this little detail of the game: Maybe they could be easily replaced by weavers there... Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2017-05-26, 18:09
I think that's a good idea Busy indexing nil values Top Quote |
GunChleoc |
Posted at: 2017-05-27, 15:43
The new recruit animations are in. If players still find them annoying in a few weeks, we can remove them then and replace them by carriers. Busy indexing nil values Top Quote |