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Showing content with the highest reputation on 2019-12-15 in all areas

  1. There is no way currently to build walls with a clear facing side other than building them in a clockwise fashion, given the fast paced nature of most games this will most likely not be considered and end up making common visuals worse.
    2 points
  2. Well it needs D1958 and night support. Though one could argue you could use the moon light
    2 points
  3. Not really I think it's a somewhat rasterized version of our map but I might be wrong.
    1 point
  4. I really like building animations, and I don't think it's revealing too much, actually, in real life, you can see when a building is working or not. Anyway, eventually, maybe the code could be updated to just show the animation to the player and its allies, hiding it to enemies?
    1 point
  5. Yes, you can see which technologies are being research (globally), but you can't see which structures are researching or training something. This thread is about adding animations so you can see if a structure is busy. Simply adding a production status bar would serve the same purpose, be possibly clearer, and would work for all entities without having to add animations for every actor.
    1 point
  6. I mean animated masons and carpenters
    1 point
  7. Trainees in the courtyard with training animations, stone and woodworking prop actors at the storehouses and workshops, all manner of things to make the building look used
    1 point
  8. I say go for it, Empires DMW had something similar, except it was all buildings, and it included unit training at a quick glance it would be helpful for the host player himself to know whether or not a building is idle, as well as enemy scouting. that would add an interesting facet to the gameplay Scouting with this mechanic would be even more interesting with split functionality barracks.
    1 point
  9. The idea is nice, but enlarging the gui elements (ring, buttons, empty corners) looks really ugly in game. Is it possible to display only the large map itself, without the gui elements? Also, Alt+M (for map) or something might be easier to memorize than Shift+Tab. For comparison, Ctrl+B toggles the barter window and Alt+Shift+T the structure tree.
    1 point
  10. There are solutions utilizing the current system. It offers theoretical ways to work around, but nothing practical. Not all of them involve dedicated hosting. > Bigger problem connected with this is that there is no way currently to punish if host of the game leaves without resigning as he is the one sending results to the servers. If he exists (without resign), closes application, kills process, shutdowns computer, disconnects from internet on purpose, there is no way how to send that results to servers. Both players report to Echelon in the current system.There are plenty of ways to punish the host.
    1 point
  11. I urge you mapmakers to play around with terrain, object, fog, water, and sun colors as well as postproc There is a lot you can do in Atlas
    1 point
  12. Sometimes all you need is a little magic and a few orange fireflies...
    1 point
  13. 1 point
  14. Because Campaigns aren't implemented yet, I came up with an Idea to create my own military Campaign. So I sat down with the Scenario editor and built a map which should present the Thermopylae were the famous Battle of the 300 took place. I even thought about a secret path leading through the mountains were you can attack the enemy from behind. Here are some screenshots:
    1 point
  15. The map isn't finished yet but here are some more screenshots. The next ones are the allies that held the second secret path. I didn't use height maps because it strangely didn't work, so I had to look at normal maps and do it just like that. So it's not quite realistic as it should be but it's more realistic as the first map I've posted . Hope you like it .
    1 point
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