Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2018-02-22 in all areas

  1. Good job on the entity viewer @s0600204! Here are a few things I've come across after its implementation: 1. Error when trying to view a paired tech: ERROR: JavaScript error: globalscripts/Templates.js line 539 TypeError: templateName.split is not a function removeFiltersFromTemplateName@globalscripts/Templates.js:539:9 init@gui/reference/viewer/viewer.js:66:21 showTemplateDetails@gui/session/selection_panels.js:1181:1 g_SelectionPanels.Research.setupButton/button.onPressRight@gui/session/selection_panels.js:804:5 ERROR: GUI page 'page_viewer.xml': Failed to call init() function There is no error when right-clicking erstwhile paired techs in the Struct Tree, only while in-game from the UI . 2. I think right-clicking an 'Upgrade' option, as for the Defense Tower upgrade for Sentry Towers [Stone Towers from Wooden Towers in DE], the viewer should load the information for the upgrade entity, not the source entity. You probably agree. 3. Bug: After 'Upgrading' a unit or building, right-clicking that new unit or building loads the original unit or building's information, not the new information for the Upgraded entity. So, for instance, if I upgrade a tower from Wooden to Stone, right-clicking the new Stone Tower's portrait gives me the viewer panel of the Wooden Tower, not the new Stone Tower and all the stats are for the Wooden Tower. Again though, it's great to see the viewer finally in the game. It'll help a lot of players. Plus, when all the History information is added back in people will enjoy reading about the items in the game. I would suggest a few extended features for the viewer, but I think items 1-3 above suffice for now.
    3 points
  2. Actually... Something not often mentioned, by anybody, is that New Kingdom Egyptian nobles built small steep sided pyramids, as royals started using rock cut tombs in the Valley of the Kings. These were in all probability the inspiration for the later Kushite pyramids (as opposed to the much larger ones from Gizeh). Deir el-Medina, the home of the workers and artisans that worked in the Valley of the Kings, is the most famous site. No need to wholly "transform" it in into a Kush settlement, although adding some Kushite models will add some authenticity. I found that Kushite houses mixed in with Carthaginian houses provide the most authentically Egyptian looking feel for any Nile Valley settlement (Carthaginian houses look a lot more Egyptian than the Ptolemaic Egyptian houses...):
    3 points
  3. Hi everyone ! I'm a French student in Game Art and I'd like to create backgrounds for the game as my end of the year project I intend to post what I've already done to know what you think about it and tell me what I should keep or change. I started with the celt civilization, here's what it looks like ! Feel free to give your point of view ! (I will change the position of my character so it won't mingle with the HUD)
    2 points
  4. if the hair is big, it crash about 50% rendering and pc overheat but the feathers didn't take more than a minute.
    2 points
  5. The rule "material is the trend" is the rule only for copy-paste games. A game can have own designed solution. So I suggest to not exactly follow trends, but to design good view.
    2 points
  6. Although I'm not very fond of the current texture either, I don't think any of the ones you proposed would be an improvement. Perhaps you could design a Ionic column, a purple cloth, or a papyrus scroll instead?
    2 points
  7. Therein lies the problem. (if you'd moved them to "structures/{civ}/*.xml" and "units/{civ}/*.xml" you wouldn't have the problem, and you'd have even fewer files in each folder.) The simplest "fix" would be to move 'em back (or into the "{structures|unit}/{civ}/*.xml" folder layout). A "code fix" wouldn't really be worth it, as A23 should be released within a month or so. Thus, any code "fix" for A22 would have to be replaced by another "fix" for A23; and would make it harder to upgrade your mod to be compatible with A23. Considering where the change would have to take place, a "code fix" would also be unpleasant.
    1 point
  8. 1 - Fixed 2 - Unable to duplicate (or I'm misunderstanding you). 3 - Unable to duplicate. (In vanilla 0AD) Building a "Sentry Tower", upgrading it to "Defence Tower", then right-clicking the big entity icon: Template Viewer appears displaying stats of the "Defence Tower".
    1 point
  9. is for the variants, for now it has this, if that isn't the variant wanted then i'l leave it as it is, but this is just a plane
    1 point
  10. And Deir el-Medina is located directly on the other riverside across from Luxor. I will try to squeeze some in there. It is a pity that you can't expand a map afterwards :-D I looked into the Kush-Ptolemeian mix and it looks kind of odd. The design of Kush buildings stands out with cylindrical or dome-like roofs and dark gray foundations, which clashes with the consitently flat roofs and saturated orange-ochre of the ptolemaic obes. So I will probably stick to the Kush buildings. Regarding Carthage buildings, I do agree. The white buildings definitvely don't clash so hard with these almost pink buildings (I personally think the saturation of the barracks etc. should be reduced and adapted to the color of the temples. I guess they will recieve a bump map as well, otherwise it looks a little like plasic) as the orangy ptolemaic do. One problem is, that mixing Kush and Carthage buildings looks good at the scale of your examples. If I had that much space it would work out for my settlement as well, but due to space limitations, I will probably better strick to Kush. Nevertheless I will give it a try. Well, first of all I will deal with the errors. And of course, when a such a case might probably occur, it almost certainly does :-P Interestingly my classical pyramids are gone too, but that didn't throw an error or an exception. Why's that?
    1 point
  11. Okay, I will rework the background during the week-end and next week I'll post updates about it to let you see if it fits more And thanks for the view !
    1 point
  12. Done, thanks for the notification
    1 point
  13. Welcome to the forums! I have one concern regarding the composition right now, and that's the lack of horizontal seamless tiling on your background and middle ground. Else we'll get some weird seams when they scroll. Feel free to take inspiration from current in-game assets as you see fit. Good start! I'll second the request for a Pictish stone.
    1 point
  14. Agreed. Plus looking at history it will have long changed when we release beta X)
    1 point
  15. I think using anything recognizable will make it look old. The trend is now Material so we could go for something like that with our own colors. But I believe this will break the immersion as our game isnt supposed to be a web game.
    1 point
  16. The text isn't well read, the blue background is too opposite for the gold logo. Also I think, it'd be good to have a background with "historic"/"game" style, not the abstract one. IMHO.
    1 point
  17. All because humans are wired to read facial expressions so we don't kill each other all of the time. Enjoy the Choice
    1 point
  18. There is the actress. Have different emotions and its easily to view than describe. Complete variety of emotions.
    1 point
  19. Thank you for saving me. histrionic(in many film is the skill to being an actor. I mean perform several emotion, or expression using the corporal language. Is a technical word, that's why is not common in Spanish and English. I found a good reference. the common use is less simple.(english) however in Spanish only I saw this used by film criticism. http://www.wordreference.com/es/translation.asp?tranword=histrionic
    1 point
  20. Thanks a lot! I installed SVN and had a thorough look at the new content. I'm really looking forward to play with this new content. Transforming the city of Thebae into a Kush settlement and including pyramids from Meroe is an exciting prospect. But this is probably no task I will be able to fulfill within this week. I am sorry. The Kush design features much less saturated colours, which exchanges the vivid athmosphere of the ptoleleian buildings with one that fits the ambiance of the harsh dry desert much better. But the yard in the Thebae temples with the water basin and the botanic garden does not blend with the dark grey foundations of the Kush castle and walls too well. Thus I will definitly move this building complex to Memphis, where I will stick with the ptolemeian design. (The current central complex of Memphis isn't my favourite anyway). Have any Kush pyramids ever been found in the vicinity of Thebae? I would use them in the very south of the river Nile, perhaps creating a little sandy plateau for that purpose. Perhaps I should also replace the current southernmost pyramid with Kush pyramids, but that would still be quite far in the north. What do our experts say? Finally, I can see that the ptolemeian, seleucidian and greek range of buildings expanded, so I should probably try to free some space in the existing cities. Did I mention that even the map size "giant" is still a little constricting ;-) Greetings mimesot
    1 point
  21. A Nubian/Kush style series similar to Xena would work well. Imagine a Candace forced to abdicate her position by a corrupt priesthood or some other similar premise. So Candace wanders the earth on adventures.
    1 point
  22. In all seriousness though I'm not really happy with how she turned out in that game. Part of the problem is her voice actress, which might be one of the worst acting jobs I've ever heard in such a huge budget game. Her character is also a bit schizophrenic and inconsistent; one moment she's a tough as nails no nonsense adventurer, then she's a socially maladjusted weirdo trying to get you to eat frogs, then the next moment she's an emotionally unstable wreck. There's no real natural transition between her jarring emotional states, probably due in part to the fractured "recovering lost memories" method of storytelling. For a character who supernaturally is supposed to embody wisdom in that universe she's also kind of a dolt in that game.
    1 point
  23. Oh, thanks for the tip - I didn't realize I could view animations in the Atlas editor. I will rework those slinger sounds a bit. how does sound variation work? should i be making a few variations for each? should i keep the sounds separated so they can be individually linked to the animation and pitch/tempo shifted by the engine? or does the engine just look for one single sound per unit? for example, with the slinger - should i mix it down to one sound that generally fits the "ranged attack" animation played at normal tempo, or keep each part of the effect as a separate file that gets triggered as the animation unfolds? im not sure i personally have the time to set all those trigger points, but i can at least be looking at the animation in the editor and getting the timing closer. i just want to contribute sounds that are useful! if i upload stuff here, is there someone that will implement it in game down the road? one more quick question. does the game utilize looping sounds? im looking at doing some sounds for horse drawn vehicles, battle walla and general ambiences, but was curious if they needed to be a certain length/loop/fade?
    1 point
  24. 1 point
  25. Gladiator for all its faults was the film that ignited my interest in ancient history.
    1 point
  26. I can't resist the pleasure to share this, produced with yamg in Atlas: Now, I have another question. I think I see two use cases of random maps in OAD. - Map designers can use them as a starter for their work (I think painting by hand something like this picture above, would cost a lot of time) - Random maps designers try to write scripts creating playable maps out of the box, of any dimension and random seed. Which is the most important one ? Friendly,
    1 point
×
×
  • Create New...