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Showing content with the highest reputation on 2014-06-11 in all areas

  1. Please, let's keep this polite and courteous. This discussion is about farmfields, not picking on people or delivering personal insults.
    4 points
  2. Guys, here are a few XML files for the maps I have finished. along with some Images of things im working on. Stay updated for more maps..... suggestions welcome. Done: The Cove Desert Sands In progress: Valley of the kings Mayan Cenote Island The Canyon Brazil Desert Sands (2).zip The cove (2).zip
    1 point
  3. SPI says: This reimbursement request has been entered into SPI's international payment service. Jan should receive the funds in approximately one week.
    1 point
  4. You said the maps are poor in graphics, here are some suggestions to improve it: 1. Make tiling less obvious by carefully selecting your textures and apply them with a small brush. Normally I would use the temperate biome but this applies to alpine as well. You should select your textures on whether they tile with eachother and whether the color doesn't stand out to much. Also use a small brush to make the terrain more 'patched'. Also use much small patches on static object. Paint a city radius, give forests and bushes a slightly different color. I did a very quick job on the area around the city so it isn't perfect but shows the idea: 2. Play around with the environment&post processing settings to create a special look to make a certain atmosphere in your map. Again a quick sample to show the idea, (it is pretty bad right now): 3. Multiple eyecandy objects Atlas has a lot of eyecandy objects to use. You can utilize it to make the terrain's look not fully dependent on textures + adds some additional detail. NOTE: You can move/ select these using the alt button. A bit overkill sample but again: it shows the idea: Or with changed Post Processing / Environment: I haven't playtested it yet, but I'll do that in the future.
    1 point
  5. Again, nice work! I like that map a lot
    1 point
  6. Many thanks my friend, happy you liked it
    1 point
  7. Let me think. How is it handled by other RTS's? (F.e. AoK)
    1 point
  8. The team prefers programmers that are familiarizated with game code. Not a guy do it only for money.
    1 point
  9. I think comparing with SC2 is a perfectly valid thing to do, SC2 is a great RTS and its better aspects should be examined imo. IF and ONLY IF maps can be randomly generated so that each player gets equal resources and terrain tiles should adding a true farming bonus on fertile terrain be considered. However I have to commend the quality of random maps in 0 AD, generally speaking the maps are well-balanced in this game. Anyway, the real reason I thought of giving a terrain bonus to farming is to give players a (realistic) reason to push for map control. I don't think it's a big issue and it's probably something that should be added way down the line, if at all.
    1 point
  10. This map has been committed since r15327 http://trac.wildfiregames.com/changeset/15327 Thanks for reviewing, sanderd17
    1 point
  11. I meant have more differences between the village, town and city phase. I feel like it should be more of a hard transition from economy -> map expansion -> conquest. I feel like its a bit more a continuum rather than discrete steps. I think it would create a better cadence and have improved clarity for the aim of each phase.
    1 point
  12. New topic created with the files in bro.
    1 point
  13. Thank mimo for it. I wouldn't have implemented it.
    1 point
  14. Your wishes have been heard: http://trac.wildfiregames.com/changeset/15211 Especially for the players who want to trade 100% of one resource.
    1 point
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