WH Discussion Thread

Okay.

there is a very important tool that you can use called the magic wand. it selects or deselects areas the picture of the same colour.

so, for example, you remove the horns from the first frame of the SE direction of the amazon animation.

then you select the head using the rectangular selection tool.

select the magic wand tool and, while holding down left control, click on the area of pink behind the amazon's head. it should get deselected, leaving you with just the head (you may need to clean up around the head using the rectangular selection tool and holding down left control)

now you copy the selected area by pressing ctrl and "c", and paste by pressing ctrl and "e" (ctrl and "v" pastes it as a new image)

click and hold inside the pasted image, which still should have the flashy line surrounding it, and while holding it, you can move it around and position it where you want it to be.

now i would save and check to see if it looks alright in flicster (remember you have to select a different direction and go back to the one you are editing)

if the animation is going too fast for you to see, slow it down by moving the slider on the right hand side all the way to the right.

if it is okay, you should be able to progress to the next frame and paste the head again.

keep checking back to flicster, and if you see that something is wrong, i suggest clicking the undo button until you have removed the problematic pasted image, because moving it by hand leaves gaps and other stuff that can be a ***** to clean up.

i hope this helps, and good luck, young big, handsome, axe-wielding apprentice!
 
Thanks LR! I think this was the problem:
now you copy the selected area by pressing ctrl and "c", and paste by pressing ctrl and "e" (ctrl and "v" pastes it as a new image)

I tried to give the AoK Tarkan a new weapon, that torch seems kinda dumb.. I figured I`d replace it with a whip, but man, that one is hard to do! Maybe I`ll try a sword, or an axe... would a steppe horseman use an axe? One other I`m thinking of doing is the AoK throwing axeman, that axe strapped on his back looks like its coming out of his forehead, I`m gonna remove it.
 
I just had a thought, relating back to the little swordsman - infantry talk I had with aaglo in the WH thread, about 20 pages ago :), it seems all the infantry units are pretty much elite units, the Greatswords, the Executioners, etc., and it seems to be the case with spearmen-pikemen, and since AI hardly ever upgrades its units, maybe they shouldn`t upgrade to each other? I mean, lets say you play with Reikland, you reach second age, and WHAM, you have buttloads of elite units, without a single normal arrow-fodder dude in their lines...

I`m not doing any CnP till my PC gets an upgrade, cos the PSP is sucking too much resources out of it, and it takes too much of my nerves.
 
I think we need to start discussing the need for mage units to have the ability to carry spells.With their low attack and defense value,they are only for carring these such nukes.
 
I've been playing the game as Reikland on Regent (I think), and despite two rather annoying things, I've managed to take a commanding lead. The first of these annoying things is the fact that you can't settle deserts. I mean WTH? There was a perfectly good 4 tile island that had access to whales and pearls as well as a camel resource, but nobody could settle it because it was all desert. :gripe: The second annoying thing (again) has partially to do with the desert but also with the swamps and jungle. First of all, why, I repeat, WHY can't we irrigate desert? The arabs and Egyptians have been doing it for millennia, and using nothing more than an Archemedian Screw, no less (not exactly your high-tech invention, there). The second thing is why the HELL can't we clear swamps and/or jungles? The reason I'm asking is that due to the first fact as well as the second, I had several sources of fresh water on my starting continent, but due to the fact that a massive swamp and jungle separated one, and a massive desert separated the rest, half my cities were only able to reach size 4 or so until I could research Crop Rotation, and that really crippled my empire's growth... As a matter of fact, if it weren't for the extremely good starting position (minus the friggin 4 swamp tiles) I got, plus the fact that my start was separated from the rest of the continent by a 1-tile isthmus (easy to blockade), I'm sure the AI would have easily out-expanded me (especially since Ind, the nearest AI had like 5 sources or Wine and a bunch of hills and BG near his start). Just a few rather minor gripes about what otherwise is a great mod.... Currently I'm controlling about 44% of the land mass and about 50% of the world's population (when I saw that filling in my own continent would be a bit unproductive, not to mention I had no sources of Iron, I researched sailing and seafaring as fast as I could, and started sending boats to settle a bunch of 1 and 2 city islands.... well, one actually has 3 cities on it, but they're all pretty much fishing villages, but I now have 3 sources of Iron, warpstone and a second source of timber... unless the redeye gobbos and Ind declare war on me, which cuts off my sea trade route).
 
@CartesianFart,
The mages used to be spell-carrying units, but that was changed. An unit that can carry spells cannot be transported by ships.

@Hikaro Takayama
But hey, you forget one obvious issue about those rants of yours: they apply on the AI civs too. (especially the non-irrigateable deserts rule: see Agricultural-trait for more information ;) )
 
Hmm... that offensive bombardment-idea could be fun to try. I don't know if it ever has been tried, but I'm not sure if AI would know what to do with those mages with offensive bombard. Maybe AI would understand them ok, since IIRC, it knows how to use modern battleships (with offensive, defensive and bombard capabilities).
 
aaglo said:
@Hikaro Takayama
But hey, you forget one obvious issue about those rants of yours: they apply on the AI civs too. (especially the non-irrigateable deserts rule: see Agricultural-trait for more information ;) )

It doesn't seem to slow them down any, especially on higher difficulty levels (if I'd have been playing on Monarch instead of Regent, I don't doubt that Ind would have taken over half my section of the continent before I could get 3 cities up and running.... and the two food for irrigation in the desert is the only reason I'd ever consider playing an agricultural civ, because aside from that, the ag trait sucks big time. I don't see why people want to whine about ag being too powerful: it doesn't allow you to build any kind of useful buildings fast, which is why I mostly play as sci or rel (so I can get culture built up fast and get the other guys' cities to flip easily), or do anything else useful (except make your cities grow faster, which only makes keeping your people from rioting every 4 turns even more annoying)

Still, you could at least allow settling on desert tiles (since any map that's warm and dry would have HUGE areas that cannot be settled and are therefore useless to anybody), not to mention at least eventually allowing the clearing of jungles and swamps. If you guys don't do it, I might make an unofficial "patch" of my own, because frankly, having about a billion useless tiles only takes the fun out of the whole game.
 
Sorry I don't do non-random maps.. All I have to do is play it once and I've got the whole thing memorized, and then it's way too easy because I know exactly where all the AIs and resources are.

And as for the Irrigations.... To make my point. I had two lakes in the desert that were 1 tile away from plains or grassland, but I couldn't Irrigate that one LOUSY STINKING tile so that the cities on the other side could get irrigated. In ancient Rome, especially in their African provinces, they had Aqueducts that ran several thousand miles just to provide water for drinking and irrigation.

Like I said, fairly minor issues I could fix in 10 minutes time, but still really annoying and the only downside to an otherwise perfect mod.
 
I dunno, on one hand, you seem to have a point, on the other hand I try to go with the Tribunal as long as I can, except for some things that really bother me. Other stuff I don`t touch if they don`t agree, I quit thinking about it. A mindless minion, what can I say? :)
 
Hikaro, if that "one tile desert" blocking your irrigation had been a hill instead, you'd be just as angry, wouldn't you? In C3C you wouldn't be able to irrigate until Electricity, which is 4th era, Crop Rotation is 2nd era in WH.
Embryodead was dead set against allowing irrigation in desert, I agree with him, and don't think that desert should be irrigated. I haven't seen the Sahara get all irrigated yet, and we have much better technology than in the WH world.
I have seen the AI irrigate deserts in vanilla, and I don't want to see that behaviour in WH.

And agricultural civs are overpowered in WH, not underpowered. I've just started to move up to Demigod difficulty, and I will probably only play Agr civs in the beginning, to get a chance in the land grab. Ever noticed Khemri, Kislev and Estalia getting big in the game? They're all Agr.

I have definite plans to make a version of the mod with the mages having Bombard Range 1. The Slann Mage has BR 2, and I've seen that bombard, so I think it will work out nicely.
 
I think I have worked out how bombarding works with AI's... if the AI is actually doing something with a bombard-capable unit, then it will use its bombard function. If it fortifies the unit though and keeps it where it is, it won't bombard anything (except ships, for some reason). So the AI should end up bombarding things with wizards in the mod, especially given how much it moves them round... personally if they're getting that ability I'd also give them -1HP, but I know how much mrtn hates doing that to good units, so I shant expect it ;)
 
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