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Showing content with the highest reputation on 2012-06-25 in all areas

  1. One problem I noticed is there are a bunch of females standing around. I investigated their UnitAI state (open the Developer overlay with Alt-D, check "Display selection state" and select something) and it said "gathering". From the gather target entity ID I was able to find what they wanted to gather. It turns out that map generates some chickens inside the foundation of the civil center (use Alt-W to toggle wireframe mode to see this), and because they are the closest target to the civil center dropsite, all these workers are trying to gather from it but failing. That in turn economically cripples the AI. It's just a bug in the Deep Forest script, I'll create a ticket for this. Thanks for reporting it
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  2. This game does have historical roots. We've done our best to represent factions in the peak of their respective empires. Pitting them against each other in that state alone is unrealistic, but that's part of what makes this game fun. Likewise, including eastern civilizations is not an attempt to recreate history. It's a channel by which to re-imagine history. What if geographic complications hadn't prevented Rome from wanting to take over the Indian empire (which, it should be noted, is represented in our game several centuries apart from the Roman faction)? This game won't prevent you from recreating history's most famous conflicts, but it will permit you to explore your creativity.
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  3. Just wanted to say the rock mountain screenshot above looks fantastic
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  4. Already done, though I guess that last pic was a bit messy. How about this one: Triplanar + normal mapping + specular mapping. The stretching problem is solved. I should note that triplanar texturing is a pretty GPU intensive effect: it replaces every texture access with 3x accesses, and memory access is pretty much the slowest operation. I think I'll make it so it lives in a separate material of its own that is used for cliff textures.. On a completely different subject, did you know that Nvidia's CG compiler can automatically convert a subset of GLSL to ARB assembly? That means it may be possible to 'port' some of the lighter GLSL effects (eg AO) to ARB with very little effort...
    1 point
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