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Civ "Pers" -> "Achae"
Emacz replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Yeah when i read up on them i sometimes get confused when they refer to them as "Achaemenids" Easy fix on CWA I think, and Delenda if u have them there? - Today
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Yeah, let's have a gravel surface one for the Wonder, since it's built by the player and is supposedly "maintained" by their people. And then we have a grass covered one for a map "ruins" object.
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This is an absurd comparison and you know it. On one hand, the Colossus of Rhodes fell due to an earthquake, and the Rhodians refused to rebuild it because of an oracle. On the other hand, the overgrowth of a kurgan with grass is a natural process that occurs in all cases if the monument is not maintained several times a year. In your example, the Colossus of Rhodes is completely destroyed. In the case of the kurgan modeled with grass covering it, it is still functional. We are comparing a natural disaster with an ordinary process. Furthermore a process that was difficult to stop. A kurgan is not something similar to a Greek monument. First of all, this stone covering is not found on all kurgans. Multiple kurgans are simply covered with clumps of earth. One should not assume that it was standard practice to cover a kurgan with a stone shell. In fact, this is most common in certain regions. But even when vegetation had overgrown the gravel surface, this was a common occurrence in the Scythian landscape. Most of the kurgan mounds still standing were in this condition. In any case, I’m not opposed to using a gravel surface. I also think it will look better. Once again, I’m criticizing a specific line of reasoning.
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Perhaps reverse prop order in the structure's actor.
- Yesterday
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Yes there was dirt decal texture, but for some reason it gets over the cobblestone, so i need to check if it is any vertical offset i can add to the cobblestone layer so it won't get undearneath the dirt one.
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Yeah, I think the negative space in the courtyard in between the cobblestone and the walls would be dirt. Perhaps we can layer decals?
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I propose we change the "Persians" in the game to "Achaemenids" to differentiate from other Persian empires (one of the likely civs for 'Empires Besieged' would be the Sasanians, another Persian empire). This would entail a lot of changes under the hood, but mainly to just XML files and some jsons, file name changes, etc. I could take care of the pull request for it. Just trying to gauge from the group if anyone would have any objections.
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I think the whole courtyard for the barracks could be cobblestone, but still, nice direction.
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Working with procedural shading and curves found a way to make alpha channel rendering so we can have more decal's per civilization. Starting with the roman's wich i had the idea of giving them the city appearence with the stone roads i would like any advice to deliver unique aspect of decals per civilization for next alpha: Would like any advice or sketch for next civs and also rome ones. Still work to do.
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The Scythian "house" can just be a cart that can move around.
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I agree with this. Green mounds would be like building a destroyed Colossus of Rhodes because it stood upright for only 54 years after completion (took 12 to build), and remained on the ground for over 8 centuries. And luckily the pebble covering looks much better than a simple green mound, but this wouldn't be an primary argument for me, since I'd limit artistic freedom and pay utmost importance to historical accuracy. If solid evidence is not available, then "visually engaging interpretations" have to come from educated guesses, which I would keep as conservative as possible.
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0 A.D. Delenda Est Release 28
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks for the feedback, but Ima not making the hero medallion smaller. I might get rid of the starter scout medallion though. I guess people don't use it as intended. I'm still working on the unit portraits. lol. It's a long term project, as there are hundreds of unit portraits to go through and it takes a decent amount of time to make a reasonable portrait for each one. I'm glad the 2 new resources aren't overwhelming. I worried about that at first, but I made them gather "passively" for the most part, so are pretty manageable along with the standard 4 "raw" resources. -
After reading the discussion, I do think we should ultimately go with something closer to this: But pebbly: Then the "map object" version would be the grassy variation.
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It's obvious why you won that one. The AIs had major issues with grouping their units, helping their ally out and researching upgrades. Slingers are also slightly OP, in that they bring down siege engines quickly. Even with so many slingers, 20% of your town was razed in that large combined attack. As soon as I saw that the blue Romans had no upgrades at all, and seeing that single-file line near the end, I knew it was over. It's so funny to see how Ptolemy players ignore their large mercenary roster. Good game. On to that 1v3 one.
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Please did you have any proposition about solving this problem, I think that the server rejects me but I don't know why, I tried to disable firewall, I used Wireshark to see the network packets, and I see that the connection established then closed.
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Personally I’d definitely recommend YouTube Premium. It’s not a big expense but it really improves the experience. If you watch a lot of YouTube, especially long documentaries like I do, ads can get pretty annoying. Sometimes even popping up every few minutes and they break your focus. Falling asleep to documentaries about ancient civilizations can lead to some interesting dreams as well. What I also like is background playback, so you can turn off your phone and keep listening.
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I didn’t say anything like that. I’m not sure this is being understood in the way I clearly meant it. What I’m saying is that depicting this freshly built structure with green grass doesn’t make sense. Therefore the version you proposed is also not historically accurate. Grass like that typically appears later, when a structure is abandoned or poorly maintained over time. In that sense, it’s similar to depicting the Colosseum in its current partially ruined state as if that were its original form. If you are going to replicate the example exactly, then it should be the stone-covered version. The green hill depiction is inaccurate. And “inspired” doesn’t mean copying. One just aims to be a boring (and false) replica while the other tries to create a more visually engaging interpretation.
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I wouldn’t pay for YouTube, since they already make so much money iff of data farming viewers, they don’t deserve more for an experience that the user should already have. And sitting through a 5 second add before I watch a video doesn’t change the experience much for me. And if you want to download videos, there are hundreds of downloaders you can use (both apps and browsers) that allow you to download videos for free.
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I didn't. If you look closely the other mounds are green. That's my point, after a few generations it look like this. I am not against a pebbles/stones covering. I am just saying your reasoning, claiming that the people of one's 'civilization' were necessarily maintaining such structures in the long term, is wrong. Only one of the design is historically inspired.
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Hello. I’m not sure if this topic has been brought up before. When we observe a player and select the “Follow Player” mode, my expectation is to get a perspective that closely reflects the player’s actual experience. However all queued units produced from buildings like barracks constantly draw focus to themselves. The camera shifts there and the selection jumps to the newly created unit. After a while this starts to feel like a bug. This becomes especially real during combat moments when I’m trying to follow the player’s micro. As units are being lost, the queued new ones are constantly being produced and the camera keeps getting pulled away, disrupting the viewing experience. I think this is something that needs to be fixed.
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Emacz started following Mercenaries
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You seem to have missed the finished state of the kurgan in the video you shared. If you look closely, there is no green mound there, the kurgan is completed with a stone-covered structure. In the next shot, it appears as a green hill because time has passed and the scene has shifted to a later period (you can tell from the clothing details, the buildings behind and even the visible wear and deterioration on the structure). At some point, you have to adapt or create things. For example, who really knows what Germans barracks looked like 2000 years ago? Most likely, no such standardized structure even existed. But for the sake of the game you still have to design something. I understand the effort to stay historically grounded, like having a unit fighting with a lightsaber would obviously break the mood. Still, I stand by my point: if one of two historically inspired designs creates a stronger visual atmosphere, I would choose that one. In any case, the green mound version is historically inaccurate. The video you shared clearly demonstrates that. In my opinion, stone stelae should be more prominent in design, they are the most striking remains that have survived from that period to the present, rather than a green hill. - Historical accuracy is not to be a burden to the gameplay but a means to improve, diversify and enrich it.
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What is worse, many civs have the same basic techs about things that appeared thousands of years prior. I would use a "rename" if that's what the corresponding civs actually developed, and the impact would be comparable. What worries me a bit though is that, for example, Persians and Seleucids would have almost completely different techs, since one completely preceded the other chronologically. Should their techs be just a rename? Should Seleucid techs be better, but more expensive? Should, as someone proposed somewhere else (with some problems), some civs turn into others (sometimes with choices) along with their Phases? This last thing would solve lots of historical accuracy problems, but would change the game in a fundamental way (maybe something to test on some mod).
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How to play Online with a friend without troubles? (FIXED)
Henry852 replied to Henry852's topic in Help & Feedback
I've already solved the problem using ZeroTier, but thank you so much for offering your help. Have a great day everyone.
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