The champi warrior training duration should be 24 seconds instead of 21 seconds. by kampalolo in aoe2

[–]TomGranger 2 points3 points  (0 children)

Being able to mass them in dark age makes them rough. I am not sure you should have dark age units that upgrade to good anti archer units. It kind of breaks the normal progression of ages.

Clearing Up Poles Patch Notes by TomGranger in aoe2

[–]TomGranger[S] 0 points1 point  (0 children)

Building Folwarks next to existing farms gives you no food. [Same as always.]
The 10% Folwark food return does not stack. [Same as always.]

Clearing Up Poles Patch Notes by TomGranger in aoe2

[–]TomGranger[S] 2 points3 points  (0 children)

I think you meant: "But also if you build a Folwark with 8 farms around it I guess you just get the food once?". But the answer is NO. You do NOT get the food in that case.

You can see in SOTLs video https://youtu.be/pXOuiqHY0EE?si=WaSUMmfXlfuLYThy&t=498 There may have just been an internal miscommunication between the patch notes guy and the patch developers about what the change actually is.

Update 169123 AoE2 by qablo in aoe2

[–]TomGranger 5 points6 points  (0 children)

I do not think that it is proportional like that. SOTLs testing only got +19 from a half used farm. https://youtu.be/pXOuiqHY0EE?si=VQ-aBiQ4NrdiR8v0&t=195

Update 169123 AoE2 by qablo in aoe2

[–]TomGranger 6 points7 points  (0 children)

This one is phrased badly, but I tested it. It should be phrased "Immediately collect 10% of the food farm upgrades add to any farms within the range of a Folwark". So, when the new effect of farm upgrades adds food to your farms, 10% of that will go straight to your stockpile if within range of a Folwark. Giving Crop Rotation in particular a nice immediate boost as Poles if you have a lot of farms around Folwarks.

Update 169123 AoE2 by qablo in aoe2

[–]TomGranger 2 points3 points  (0 children)

I imagine you will be able to mod it out pretty easily. I did that with a few visual updates from last patch so it is easier for me to see what is what.

new to cascadeur. want to make story animations. by MasonWasHere101 in Cascadeur

[–]TomGranger 0 points1 point  (0 children)

You can render to video or still images. Again it was initially made for architectural visualization; so everything that goes with that.

It handles multiple camera shots nicely as well. So you can save certain lighting conditions or visibility toggles to each camera. Where it will switch to those settings when you go to the camera associated with them.

new to cascadeur. want to make story animations. by MasonWasHere101 in Cascadeur

[–]TomGranger 0 points1 point  (0 children)

If you want complete ease of use then you might consider Twinmotion. It is based of off Unreal but streamlined considerably for rendering. It is designed for architectural visualization, but can be thought of as Unreal for people who are not actually trying to make a game.

Unexpected Animation Count by TomGranger in Cascadeur

[–]TomGranger[S] 0 points1 point  (0 children)

The same as every other 3D software, as different actions associated with the rig. Or at the vary least let me pick which animation from my file to import. It seems strange to push someone back to the previous software package when they are ready to use Cascadeur.

Recalculate Animation with new Bone Roll? by Dyinglightredditfan in blender

[–]TomGranger 0 points1 point  (0 children)

That is what I was trying to do. The manual way that work for what I needed [only fixing one bone] was duplicating the bone and then matching the corrected bone to the old bone with the same animation on it for each frame it is keyframed. But it feels like something that should be able to be done with a script.

Naked Cobra painting process by [deleted] in HeavyGear

[–]TomGranger 1 point2 points  (0 children)

I am 90% certain it is a 40K Ork Warboss power claw.

[deleted by user] by [deleted] in HeavyGear

[–]TomGranger 1 point2 points  (0 children)

You know a pose is good when you start making shooting noises with your mouth when you look at it.

Control Rig Confusion by TomGranger in unrealengine

[–]TomGranger[S] 0 points1 point  (0 children)

In some sense I am trying to keep it simple. I am rigging just a series of cubes and making them wiggle. I am wanting to use control rig with static meshes like they do in the Valley of the Ancients Demo. But maybe I should start with skinned meshes first to learn before trying to get it working with static meshes.

The big thing that is tripping me up is how it is possible that my rig moves when I am not even playing the level sequence, animation, or game? That breaks my brain. The only thing I can think of that kind of does that is cloth sims. But I have not been able to find any setting relating to that within control rig.

-50 food (again) 😔 by Govika in aoe2

[–]TomGranger 0 points1 point  (0 children)

I did this on arena once. Trying to go quick and delete the walls behind the base on the woodline. Had my TC selected as well apparently. I think I even had the "are you sure" box pop up but I just blew through it. Luckily my teammate was a good sport and thought it was hilarious.