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Showing content with the highest reputation on 2016-02-16 in all areas

  1. Nostalgia is coming... I will try... But when is finished, is kickstarted project.
    1 point
  2. More explicit? Can you explain a little more.
    1 point
  3. It would need some testing, I think that might be a bit too much, it really depends. Perhaps a proper implementation would be a separate "pop cap", where different buildings have different values. SO a house costs 1 slot, but a barracks 10 or 5 so you have to decide.
    1 point
  4. Yeah this color-fade effect isn't handled very well. I think another direction to work on is to base reflections more intelligently on normals. If the reflection vector ends up being "straight up" there should definitely not be a reflection of a nearby object from the map. About depth: I find the idea of a logarithm very interesting.
    1 point
  5. Isn't it jujst a weak early game cav to use for hunting and scouting? I don't think every unit need to be promote.
    1 point
  6. 1. Did you rebuild pyrogenesis with the patched files? 2. If you did you have to have the right angle in relation to the sun to see the sun reflection. This is true without the patch as well.
    1 point
  7. There was the same problem reported here: Based on discussion in the linked topic please try: 1. windowed mode (Alt+Enter) 2. nohwcursor setting and please share your system_info.txt
    1 point
  8. That's not so much a problem at low waviness as it is with low water depth. I've been trying to improve that but without much success as of yet.
    1 point
  9. But was the building itself garrisoned?
    1 point
  10. I had recently built the structure and had a fully manned defense tower in range, the AI literally just swarmed with melee and took it.
    1 point
  11. I think you made refraction too weak at low waviness.
    1 point
  12. Interesting. Limiting the number of building per phase might actually be an idea I'd like to try.
    1 point
  13. (Given that cutting though the ground is possible, like how quarries are planned to look like, dug deep) Generic name: Ditch Specific name: Faction specific Phase: Town phase Construction Cost: Food (Labor) - high food cost Takes time to build one (Like walls) Infantry can walk though (like farms) but are slowed down Can only be destroyed (dug) by infantry Impassable to siege equipment (Because battering rams suck and I don't like them, haha) Common Iron age defensive construction, both Romans and Celts built them together with their walls (It might be nice to make siege warfare more interesting in 0AD)
    1 point
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