Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2014-02-14 in all areas

  1. Since we're planning to have i18n support for the first time, how about PataƱjali? One of them lived around the correct time period, and he was a linguist.
    3 points
  2. PataƱjali has the benefit of being quite unique which makes it easy to google the name, Pythagoras doesn't really help with that. Though you could say that with Osiris we haven't really picked the rarest name either.
    2 points
  3. Looking nice with maxed out graphics. How did you made the falling water ?
    1 point
  4. Thats a good example that "game improvements" should be playtested before being added. Formations is another example. Though units far away from each other don't try to reach each other any more in many situations the "center of mass" of the selected units move in the opposite direction of the target making chasing enemies a pain. On other occasions the stuck in a bunch of trees or other obstacles. So I ask again to add a default "simple" behavior to such features (making them optional) as long as it doesn't work well. So please add a "no-formation" formation giving the order to each unit individually and the ship (or other unit) to garrison troops in not change it's orders when units are ordered to garrison in it (while the experimental behavior could be optional). Adding things like this prematurely and non-optional makes the game worse and not better.
    1 point
  5. I don't know if the code structure easily allows this, but how about splitting the translation into multiple text domains? The main file is huge. For example, we could have separate .po files for general GUI stuff (menus etc.), one for the quotes in the loading screen, and one for each civ. And of course one for each campaign, once they get implemented. The files could then be ordered in Transifex so as to have the most important ones first, and it would also make the localization of mods easier. It would also make it easier for the bigger teams to split and coordinate the work.
    1 point
  6. Yes, It was done with cloth simulation, then I sculpted some cute wrinkles by hand and made stronger the ones created with the cloth, then simplified the mesh to be lowpoly, then baked the normals from the hi-res to the lowpoly and finally the textures. I made a bunch of texture variations, you can see them in the stalls that are already in atlas, this red cloth is just for visualization. I tried with a custom decal, if it's too intrusive I'll simply go with the standard sand-dirt with the carpets baked so they do not clip in uneven terrain. EDIT: changed the screenshot
    1 point
  7. Fantastic track from Metric, about the economic collapse.
    1 point
  8. From the website contact form:
    1 point
×
×
  • Create New...