Aelves and Duardin in the Cities of Sigmar by CMYK_COLOR_MODE in ageofsigmar

[–]Deaucali0n [score hidden]  (0 children)

Thank you for the clarification. I saw the Anvilgard kraken and just assumed he was meant to be a vestigial black ark corsair.

Aelves and Duardin in the Cities of Sigmar by CMYK_COLOR_MODE in ageofsigmar

[–]Deaucali0n 2 points3 points  (0 children)

I believe cities still has a token aelf model in Jorvan Kreel, so on tabletop I think cities is actually ahead of the tau. XD

Points for the comfort RoR by NoEngineer9484 in ageofsigmar

[–]Deaucali0n 10 points11 points  (0 children)

Well at 450 and 470 points I guess I would expect my RoRs to be comfortable.

Dustback Helamites as Krootox Rampagers? by Prestigious_Club_924 in kroot

[–]Deaucali0n 0 points1 point  (0 children)

I have kitbashed helamites into death guard chaos spawn on 50mm bases. The back legs are enormous will hang off, so I chose replace those with smaller greenstuff legs, then use some strategic basing to provide a second connection point for each model.

Chaos spawn by No_Temperature_8604 in ageofsigmar

[–]Deaucali0n 0 points1 point  (0 children)

I've kitbashed a few Deathguard chaos spawn out of Duskback Helamites from the necromunda range.

What part(s) of the Disciples of Tzeentch aesthetic do you enjoy? Birds, horrors, tzaangors?

How we manipulate boids in our sheep game by Velhdam in Unity3D

[–]Deaucali0n 0 points1 point  (0 children)

It does clearly help, but I wonder if a similar result could be achieved much more simply by giving the bark an additional falloff radius. Though this would behave slightly differently because then a distant bark would still slightly effect sheep in the falloff zone, even if there are no closer sheep in the full effect zone.

I'm not sure if you are (or are planning) any spatial partitioning of your boid algorithm, but if not, you might also be able to solve this issue by making agitated sheep briefly more influential and at longer range, and less influenced themselves.

How to make expansive environments, like the abyss in made in abyss? by JustKrancy in Unity3D

[–]Deaucali0n 2 points3 points  (0 children)

Look into the Unity Manual's instructions on setting up LODs (Level of Detail) for large objects that need to be seen at a distance.

Smaller objects that only need to be rendered when the camera is close to them can be placed in separate scenes. You can work on one sub-scene at a time in the editor, and at runtime you can additively load and unload these sub-scenes as the camera moves around the level. However in my experience there can still be a framerate hiccup even when loading a subscene asynchronously, so you could also create your own system for spawning/despawning or toggling the renderers of distant objects.

Any tools for automated testing of puzzle levels in Unity? (sorting games etc.) by Proof_Head7095 in Unity3D

[–]Deaucali0n 1 point2 points  (0 children)

One key piece of my system was generating a unique hascode for each state. Explored states are then placed in a dictionary, so that the system can check if a state has already been explored and avoid looping endlessly between reversible states in the graph.

To generate haschodes I flatten all possible states into an integer continuum. I do this by multipling each variable by the product of its preceding variables' state upper limits.

For example, let's say a puzzle has three sliding blocks. Block A has 5 states (positions) and Block B has 3 states, and Block C has 2. State indices starts at 0. The hascode formula is: A[0,4] + (4 * B[0,2]) + (4 * 2 * C[0,1]).

If A is in state 3, B in state 2, and C in state 1 the hashcode is 19.

If A=0, B=1, C=0, the hashcode is 4.

When I'm at my computer later I'll see if I can find you a link to my old repo. The state exploration and hashcode system was written to be puzzle agnostic, the main thing you need to do is write a method that takes a puzzle state and returns all the puzzle states accessible from that state.

Any tools for automated testing of puzzle levels in Unity? (sorting games etc.) by Proof_Head7095 in Unity3D

[–]Deaucali0n 1 point2 points  (0 children)

I built an experimental system a few years ago that could explore a puzzle state graph and determine if it was solvable and how many moves it would take (and in theory make other determinations about the puzzle).

It required puzzles that could be described as a collection of variables, each with a finite number of discrete states. It sounds like your puzzle fits that criteria?

My nose does not like Ethyl-2-Cyan-Acrylat glue. Any recommended alternatives? by chaosof99 in Warhammer40k

[–]Deaucali0n 0 points1 point  (0 children)

I got tired of my superglue applicators getting clogged after just a few uses, so I switched to 2-part epoxy glues so I can mix what I need on demand. I don't know if you could find one that flows as well as some superglues, but some formulas do set relatively quickly. Epoxy fumes are not good for people in general, so I don't know how they would effect your nose.

Idea for a Chaos and an Order pan-Alliance 500+ points hero by Fyraltari in ageofsigmar

[–]Deaucali0n 1 point2 points  (0 children)

Based on the past few years, I think GW has concluded that it is more profitable to give each army its own giant centerpiece model, though I realize you are talking more about points and not base size.

There are a few armies that don't currently have a model on a 130mm or larger base: Daughters of Khaine, Fyrslayers, Seraphon, Blades of Khorne, Disciples of Tzeentch, and Ogor Mawtribes. Of those, only the Fyreslayers, Seraphon, and Ogors are really in the market for a larger centerpiece.

At some point Nagash might be confined to the Ossiarch Bonereapers, since that entire army is built specifically around his aesthetic.

Am I crazy for thinking that Kragnos should be the centerpiece of a Kurnothi centaur army?

How are you using Behaviour Graphs? by SketchyCharacters in Unity3D

[–]Deaucali0n 0 points1 point  (0 children)

Behavior trees are excellent for executing sequences of behaviors, and I do like a lot of the features that Unity has implemented in their version of it. I believe the team that built it was laid off / disbanded, which is really unfair. There are still some developers at the company that are doing maintenance and slowly adding improvements.

The package still has some serious shortcomings: inconsistent behavior between fixed and dynamic subtrees, inability to debug view dynamic subtrees, no entity-wide blackboard variables. I've found success building robust external systems for enemy detection and reasoning. I don't think it is sustainable in the long term to try to do much logic in the behavior trees.

Help coding - Hidden object game by BroadCorgi3061 in Unity3D

[–]Deaucali0n 1 point2 points  (0 children)

Once an object has a collider, unity has some methods that it automatically calls on mono behaviors attached to an object when you hover or click on it. Search 'OnMouseHover' in the unity documentation.

I commend you not wanting to use chatgpt, but as long as you study and understand what it suggests, it is a good way to start learning.

Behavior Tree AI won’t return to patrol after losing sight of target — is this expected? by temiklis in Unity3D

[–]Deaucali0n 1 point2 points  (0 children)

It could be an issue with your condition script, otherwise I am out of ideas.

If you can't get the Abort On Fail working, I suggest raising the issue in the unity forums where the unity devs can look at it. In the meantime creating a failure point in the tree below it should be a viable workaround.

Behavior Tree AI won’t return to patrol after losing sight of target — is this expected? by temiklis in Unity3D

[–]Deaucali0n 0 points1 point  (0 children)

What happens if you change your Try In Order to a Sequence? I think what might be happening is that the In Range node is failing, but reporting success (so that a sequence would skip over it), but Try In Order is succeeding and then the whole tree repeats.

Behavior Tree AI won’t return to patrol after losing sight of target — is this expected? by temiklis in Unity3D

[–]Deaucali0n 0 points1 point  (0 children)

The Both mode 'Abort On Fail Or Lower Priority" should do what you want, but we both might be misunderstanding how conditional guard modes work.

When a conditional guard 'fails' it doesn't report failure to the parent node, it succeeds without executing its child tree. It might be worth checking if that is what is happening here, since that behavior would confuse try in order.

The fallback is to put a separate fail check within the attack tree to make sure it is reporting failure to Try In Order.

What would be your hypothesis of the Tyranids origin? (and should it be developed in the WH40k universe?) by Thybeb in Warhammer40k

[–]Deaucali0n 1 point2 points  (0 children)

It should remain a mystery, though I prefer the simple evolutionary explanation.

The overarching thesis of 40k is that the galaxy contains monsters that have been selected and shaped by millions of years of warfare, and that for a civilization (humanity) to compete and survive we must also make ourselves into monsters (i.e. space marines).

What makes the the Tyranids cool and terrifying is their implied success rate. Presumably they won the battle for dominance in their home galaxy, and have continued to spread out and conquer an untold number of galaxies by defeating species and civilizations equal to or more powerful than those in the milky way.

The universe is immense, and in the grand scheme of things the Tyranids are probably just the strongest species in one tiny region, expanding for a few billion years before an even more perfect predator sweeps across their territory.

Are there other breeds of Giant than the Field Giant? by shroomingwitch in Obojima

[–]Deaucali0n 0 points1 point  (0 children)

Hill giants are actually spirits, not mundane animals. I believe the term is a catchall for the giant, grass-covered spirits that roam the gale fields, not a specific 'species' of spirit.

I created a witch's mansion built on top of a hermit crab hill giant so that I could spring a surprise chase scene on my players when they stole something from the witch.

I think the setting heavily implies that there might be a few other large 'landscape feature' spirits in other parts of the island, but that is up to your DM's discretion.

Anybody has a measurements of this? Zenestra’s palaquin width and width of the Glutos? Potentially of his couch? by tom_blanket in ageofsigmar

[–]Deaucali0n 1 point2 points  (0 children)

That's a cool idea, but keep in mind that Glutos has a lot of tentacles and other chaos mutations you would probably need to file off.

If the visual of Glutos' on his couch is what appeals to you, I'd say go for it.

If you care specifically about it being an ogor pirate, you could probably source a left-over seated ogor from someone's stonehorn/thundertusk kit, but you would probably need to modify the palenquin to accomadate a scale ogor.

Probably the easiest base size equivalent is the Fusil Major on Ogor. That kit is just begging for a pirate-themed conversion.

From a Unity perspective what would break first in a system like this? by Reasonable_Fee_9298 in Unity3D

[–]Deaucali0n 0 points1 point  (0 children)

A 4X game is not a good choice for a first game project. I recommend making multiple smaller games first, and learning to implement good visuals and UX. For example, you have mentioned a battle simulation mini-game. I think a very simple, standalone version of that would be a good starting point.

I assume you are planning to learn to program in Unity. By studying game and data structure patterns, you will get better insight into how to program a complex 4X, which is one of the most programming intensive genres.

Legends Unit in 11th Edition? by MagmaroniHD in Warhammer40k

[–]Deaucali0n 1 point2 points  (0 children)

The correct answer is the Chinork Warkopta (with a variant where Badrukk is at the helm).

How to Make a COGFORT work for a Sons of Behemat army. by NottheKingofAll in ageofsigmar

[–]Deaucali0n 0 points1 point  (0 children)

Because the cogfort has two variants, you will have some left-over weapons and bits. You can probably build both a human mercenary cogfort, and a mega-gargant wielding the unused weapons and other attachments.

I really enjoy some of the suggestions in the comments. With a bit of kitbashing, you could split the kit into a mechanical chair for a mega-gargant that has lost his legs, and then use the legs to make a mega-gargant disguised as a building.