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By Alexandermb · Posted
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. -
By wowgetoffyourcellphone · Posted
The Scythian "house" can just be a cart that can move around. -
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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By wowgetoffyourcellphone · Posted
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. -
By wowgetoffyourcellphone · Posted
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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