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karkasnyy_ybst started following каркасный дом
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Мы строим качественный строительство каркасных домов в спб быстро, надёжно и по доступной цене. Ряд хозяев участков отдают предпочтение этой методике в силу ее выгодности и практичности. Кроме того, каркасный дом обеспечивает отличную теплоизоляцию. Актуальные пропитки и защитные мембраны успешно устраняют данные проблемы. Многие успешно реализуют проект своими руками или с небольшой бригадой.
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Why not just create a black/white texture with texture paint and use it as a mask? Seems way easier to me. If you want to combine more than two textures, use an RGB image as a texture mask.
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karkasnyy_ybst joined the community
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I've made a vertex paint to be able to decide were it would be dirt (shader b) or cobblestone (shader a) then connected the fac output to the fac input of mix shader. Also a gradient at the corners so the dirt would fade out to blend with the enviroment but keeping the last cobblestone so it wound cut at the end. But for round ones is a bit more tricky to do, need to experiment with spherical gradient.
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Well, but the number of units will be arbitrary. I think it's ok for people to decide if they want to chase units, or to do it with last CC standing. I thought about an intermediate possibility: if all CCs are taken, units lose HP, unless they are close to a Hero or garrisoned (maybe just on certain buildings).
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Are you sure that it's just the order of the props in the actor file which defines which is above? I had the same problem with my olive mill and changing the actor file didn't solve the issue, it just appeared different each time. I think instead of or additionally to blending out at the edges, you should cut along the gaps between stones. You could avoid the triangle stones at the edge of round decals for example. Also I think you should scale the tiles down, they are too dominant imo. To easily edit it I strongly recommend using masks in the material node shader if you're not doing so already.
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Well, a resource cap, with dropsites increasing it, is an interesting and not complicated idea, as long as it’s not too disruptive and only penalises under-building dropsites. Loot can be calculated as some fraction of total resources, divided by the amount of dropsites. Something I was thinking is that CCs are given too much importance as dropsites, and this just comes from other RTS, but it’s historically inaccurate (when compared to the other specialised dropsites), and causes fields to end surrounding it. Of course the idea is to have a dropsite at the beginning, but I wonder if, while one progresses, adding some penalty to them, or some bonus to the other dropsites, wouldn’t restructure things to look better, or maybe something else is better, with those consequences in mind. I have other ideas, but are more radical.
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It's pretty cool. I think maybe that the transition between stone and dirt could be improved with a better edge mask dunno.
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mediadigitalgrowth joined the community
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Yep: Edit: i see now second normal didn't baked properly. i have to wait till i get my monitor back.
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do you generate a normal for it ?
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Web Designer Application
ShadowOfHassen replied to andrewtlong's topic in Applications and Contributions
Sounds lovely! -
Changed storehouse, since now i can add the dirt above the tiles: Color is just a matter of bake again so as long as the design is okay, i won't mind baking it again with another tone.
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I suggested something like this a few months ago, where there is a resource storage cap (similar to pop cap), and the player needs to build more storage buildings and farmsteads in order to continue to store gathered resources, much like how you need to build more houses to train more units. ATM storehouses are kind of ignored in combat, which is actually very inaccurate to history (a very common tactic of raids was to burn storehouses and fields to cut off supplies to a settlement, both of which tend to be overlooked in 0ad.) While I think giving the attacker the amount of resources stored in the storehouse is maybe too much, giving them a quarter of the resources or figuring out some sort of looting mechanic to destroyed buildings might be useful.
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Something that could fix the necessity of hunting down to the last worker would be to make it so that if a player (or ai) has less than 4 units or the like, they are automatically defeated, as long as they have no buildings (this might encourage early rushes and raids, which is why owning a civil center or other defensive or military building should nullify this).
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I'll Bake them desaturated and darker versions soon, i was taking My monitor to warranty, gladly i had two.
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Yeah, then I understood, just that you proposed something that happens in basically no RTS (if any?) so casually that I was confused. I'm always happy to propose and discuss changes to the base game, but this, honestly, is not going to make it. It's just too radical. You'll have to try it in some mod.
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I like that... in some ways that is what "loot" is, but its standard. We have also changed the amount of loot a little. Farmsteads were I think 20 wood, same as storehouse. It was 20% of cost, or maybe 10%... anyway we for now are 75 food for farmstead, and 25metal, 25wood, 25stone for storehouse.
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So what do you think about the idea that trader and trading ships would actually carry resources and could also be robbed?
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I like this, its something we briefly discussed with Classical Warfare AEA, just not really sure how to implement something like that. You would hold it at your storehouse until its transferred somewhere else ie cc, forge.
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The idea is to turn storage buildings into actual resource containers, so the economy becomes spatial, resources are stored locally, not globally. If you deposit 500 wood into a specific storage, that storage literally holds those 500 wood. If that storage is attacked, up to that exact amount can be looted.
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Emacz started following Suggestions for 0 A.D.
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fields can't not be built within 50m of CC in CWA if you want to see what its like
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I think your advantage were forge upgrades. The AI did not get any of them until it was too late in Endgame. Nevertheless the german 2 slinger brigade trained from 2cc were two unbelievable lucky guys.
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andrewtlong changed their profile photo
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Regarding your first line, not allowing fields next to CCs was discussed not long ago, I don’t know what was the conclusion. I think it’ll be implemented at least in one mod for now. Regarding your second line... I'm confused about “storage actually contains resources”, RTS don’t tend to work like that… not that that’s an invalid mechanic, just that you are stating it like it’s the obvious default, if I even understand correctly what's going on.
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