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Showing content with the highest reputation on 2015-03-29 in all areas

  1. Hi. I think there is opportunity to make experience and rank more intersteing. I think experience can be another resource, call it Glory. Accrue Glory by doing tasks You see it accrue in the panel at the top next to your metal: Fighting - units gather Glory by fighting. Heroes can gather more Glory by fighting than normal units. Fighting is the way to gather the most Glory.Researching Techs - get X amount og Glory for every technoloy researched. Get a bunch of Glory for every time player phases up.Finding Treasures - some treasures can give Glory instead of other resource.Reaching Population Limit - hitting the match's set population limit for the first time can give the player some Glory.Building a Wonder - bring Glory to your empire!You can spend it on: special techs, upgrades, unlocks, buildings (Triumphal Arch for Imperial Romans would be cool), special units (maybe Heroes cost Glory to train instead of other resource) and promotion of units. Instead of units promoting individual automatic, you can select a group of them (or by battalion when formation properly implemented) and promote them with the click of button. Or, can have ranking techs that cost nothing but Glory.
    2 points
  2. From my point of view, bloom like it is implemented now is affecting the whole screen (even shadowed parts) with the factor amount specified by the mapmaker. I think bloom should only be visible on the brightest textures affected by sun, when sun intensity exceeds X number and also around bright specular highlights
    2 points
  3. Not for now, the water plane is flat now. But maybe in the future, there could be a number of different water planes, or even a water height map.
    2 points
  4. Depends on what you are looking for, Micket. If you want the current textures http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/skins/structural rome_struct.png rome_struct_2.png rome_struct_2_spec.png rome_struct_arch.dds rome_struct_arch_norm.png rome_struct_arch_spec.png rome_struct_norm.png rome_struct_spec.png
    1 point
  5. Feneur, thanks a lot! The game was started after choosing local IP address to connect. Thanks so much for this incredible nostalgic project!
    1 point
  6. Back again after some games on alpha 18 with the video tutorials from Alekusu. The Wesnoth sessions were a total fail with no attendee (at least a few people saying they like the game and should play it again). It was a bit like with Warzone 2100, with more popularity. I'd like to grow a local community around the game, and around free software games in general. I'll try to still make some LAN on 0AD but it will be more difficult than before (the PC area is almost always full). Maybe I'll start organizing online games with Mumble.
    1 point
  7. Yes, this could work for terrain texture too, like lava. Howver, overall I think the bloom post-proc effect in the game right now is not very good. Can't put my finger on it, but it does not look like the kind of bloom I see in other games. It probably need redone.
    1 point
  8. If player building go Gaia, "capturing" could be instant or very fast. I have not read all comment, but generally the building capture mechanicx should be as simple as possible and easy to understand what it happening. I think keep that in mind. Unit should play capture animation so all playeer can instantly see what is going on. Maybe player color parts can flash between the owner and capturing player colors. Also, I think only one player should be able to capture a building at 1 time. And yeah, capture mechanic very separate issue from conversion mechanic. I don't think units should stand next to a female or sheep and do the capture dance that they would do around a building. Unit conversion should be just like AOK's sheeps, instantley for doemestic animal, but maybe take some time for female (and she run away as if she being attack).
    1 point
  9. Also, see http://trac.wildfiregames.com/wiki/Modding_Guide and linked resources if you want to know more The main page at http://trac.wildfiregames.com/ is also a good place to start as it lists relevant wiki pages
    1 point
  10. I think my recommendation would be to somehow include a "glow map" in addition to normal and spec maps, where the bloom post processing filter is more intense for either the white or black value of the texture file. I've yet to see any engine have such a thing, the only program I know of that has dedicated glow map support is Maya.
    1 point
  11. The only thing that I'm skeptic is the thing about territory and building influence. Gives a territory a less interactivity and the shape in early game, ever be a circle. But I need try( to play the mod) with these changes first.
    1 point
  12. Hey, not gonna lie, those changes sound very interesting and fun. Way to go!
    1 point
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