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Showing content with the highest reputation on 2013-10-17 in all areas

  1. So, after almost one week after joining I am starting a new topic where I will submit all my artwork, I will not scatter it across all forum. Before scrolling down, just notice that work i submit here might not be finishedplease leave some feedback or just vote up for the sketches you like or want me to improveDo not spam: just to make this topic clear Be patient: as well as I am employed and studying, the time is precious to me to create these So lets get started. n.1 : The night gathering Spotting the enemy before they spot you , know their location and have a net of "eyes in the forest" is the prelude to good strategy. Romans were in position of invaders and their presence in every foreign land was unwanted and met strong resistance. And fist encounters with new enemies were cruel. Done entirely in photoshop, cca. 5h.
    2 points
  2. I think we could experiment with a periodic cost. But I think storage capacities are too much micro. By having a periodical food cost per unit, your army will grow more linear. When you run out of food, I wouldn't kill any units. The fact that you can not create more units is enough of a punishment. Mercenaries could have a periodic metal cost (as they're paid in gold or silver), but a very low initial cost, so you'll have to use them quickly.
    2 points
  3. Hi Victor ! Your DeviantArt link doesn't work (at least for me...). I give it, so that people can check your work : http://zentaoaki.deviantart.com/
    1 point
  4. Brandon, welcome Someone able to brief you on the sound job process will come to you soon. Thanks a lot for offering your service. Sounds can make such a difference in a movie or a game... So, I'm excited to hear what you'll come up with!
    1 point
  5. Just found an interesting article about a new book about the geography of the Celt world : http://www.telegraph.co.uk/culture/books/bookreviews/10372050/The-Ancient-Paths-Discovering-the-Lost-Map-of-Celtic-Europe-review.html " The Ancient Paths: Discovering the Lost Map of Celtic Europe, review Tim Martin has his eyes opened by an enthralling new history that argues that Druids created a sophisticated ancient society to rival the Romans" A suggested similar article also from the Telegraph : http://www.telegraph.co.uk/culture/books/booknews/10367457/Roman-roads-were-actually-built-by-the-Celts-new-book-claims.html "'Roman' roads were actually built by the Celts, new book claims The myth of straight Roman roads has been exposed by a new book which claims the extraordinary engineering feats were the work of the Celts."
    1 point
  6. If there is ever a Total War-like campaign mode (which I’m realy hoping for), in-game reforms would make sense. But for the current AoE-like gameplay I think it does not so much. As Lion says, post-Marian units are planned for the second part of the game.
    1 point
  7. Excellent! I'll get on it this weekend How do you guys feel about semicircular merlons? I'd like to switch it up with the Egyptian crenellations so we dont only have stepped and rectangular ones throughout.
    1 point
  8. Carthaginians are Canaanites! They came from Tyre in order to reject tyranny and they establish a new colony in modern day Tunisia. Carthaginian society was an ethnic conscious society, the aristocrats staunchly preserved the purity of their bloodlines in order to distinguish Carthaginian from Libyan, Numidians and other races created by intermarriage which was a means to protect their position as the ruler of Carthage. Axumites and Himyarites are suitable for 0 AD time frame, but how much do you know about these peoples? Their military, economy, politics and their culture?
    1 point
  9. well technicaly, there are two Celtic factions: the Gauls represent the Celts of France, and the Britons represent those of the British Isles. it's no surprise that "Celt" and "Celtic" would crop up for both of them, but there's no civ that's just called "Celts". there used to be, but now they're divided into the Brythonic and Gaulish varieties
    1 point
  10. for any hypothetical German factions (and this has already been said) it would likely be that they have the same or similar architecture and citizen-soldiers with differences of champion units and some other aspects based on what those other cultures were very well known for in the same way as the Hellenic factions in Part 1
    1 point
  11. they had something like that in AOM. an alternative could be to include a Spies tech for every civilization, available only in the very last phase and after numerous prerequisites, which reveals all enemy units at the cost of metal, but a very high amount and proportioned per unit and building. this means it would be more useful after you've more or less defeated the enemy but haven't won yet because you still need to mop up the last of them, since it would cost far less as a result alternatively, there could be an Explore option where units wil scour the map on their own instead of having to be constantly directed. this cuts down on micromanaging in general and will allow you to focus more on your economy in order to train more soldiers to send out on these seek-and-destroy missions near the end of a match. ideally, Explore would make a unit move more or less randomly and regardless of how much blackmap remains, since an enemy survivor will undoutbedly be hiding somewhere in the fog of war
    1 point
  12. Sounds like a plan! Here's two concepts
    1 point
  13. Too much micromanagement. If food cost per units needs to increase for balancing reasons, the better way to do it is to increase the initial cost rather than have a periodic cost.
    1 point
  14. I love this first image, Tomas. I'm absolutely fond of that kind of scene, moonlight, torch fire, and this atmosphere of calm before the storm. I suggest you dig this theme, because you seem to have a good feel on it, judging by this first one, and this is a very interesting theme full of suspense (in comparison with attacks, which are so common in the strategy game artworks). That said, serveurix raises clever points about the moonlight and torgh light issues in a night attack situation. So, for next works, taking this into account would be a good thing. Actually, this image can work somehow because it's not told if this group is about to attack or not. Maybe they are just scouting around and planning things for a later attack. I wonder how this scene would work if you would remove the torch and then only have the moonlight on the Celt guys, and a strong contrast with dark tree silhouettes before the blue sky. I'm very excited to see what comes next!
    1 point
  15. The testbed used was my own private OpenGL engine and doesn't have anything special other than an interactive demo for debugging / testing. I'm quite sure that my SAP implementation isn't completely optimized in the algorithmic sense. The most expensive parts are moving elements in the axis, which forces us to update the random-access indices. I thought I could make it work, but SAP isn't meant for random access. Even the GPU + SAP demo sweeps the entire set - which is very efficient, but totally different from what we need. Now, I'm not saying our implementation is perfect - far from it actually. Because of existing code, we are forced into this random-access range detection. Furthermore, SAP is good for collision detection, but doesn't look like very good for range detection. I mean I somehow made it work for ranges - but it was a freak attempt IMHO. Perhaps we could use regular grid subdivision and implement SAP in every subdivision grid? That would eliminate a lot of X-axis alignments for sure. If we use subdivision, we have to ensure that entities only exist in one grid at a time, yet ensure that they will be correctly detected from neighboring grids. This simplified drawing illustrates the issue: Entity A, inside grid tile 1, queries for entities in range. Obviously entity B is in range, but it exists in grid tile 2. So in order to get accurate results, we must also include all entities in tile 2. The current implementation in 0AD SVN would place entity B into both grid tile 1 and grid tile 2. This means we have to sort the results and call std::unique to remove duplicate entities. I think we can improve the current implementation of Spatial Subdivision by improving on these issues. We should also use floating point numbers internally for faster Squared Distance calculation - meaning we could return accurate results and avoid any further calculations.
    1 point
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