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Showing content with the highest reputation on 2022-02-20 in all areas

  1. Hey everyone, Thanks to @vladislavbelov's restless refactorings and cleaning, the renderer is being made easier to extend, and thus it is possible to add new filters, and texture filtering (anisotropic) is one of them. But that is not it! For those of you with more modest configurations, you can now decrease texture quality to save some of that precious VRAM. Don not be afraid to zoom in to check the differences! For our artsy friends, this also allows you to check the texel density of your models In other word to make sure that you are using the just the right amount of pixels for your textures. How does that work, you may ask, well. If at the lowest texture settings, some parts of your model are really blurry and other are not, it means that something in your texture is using too much space. On that screenshot you can see that the flowers remain pretty neat, while the rest is really blurry. Note that on that setting, we force all textures to be at maximum 256x256.
    6 points
  2. Open these in separate tabs and then you can toggle and see the difference:
    4 points
  3. Why ? What is there to say: I like to look at something different once in a while. Installation note: No guarantee that it will be compatible to any other mod, but if you want to try it, it's probably best to enable this one last (after) everything else. Current version: 0.27.3 (testing/ A27 / SVN) | 0.26.3 (A26) Where to find it: For A27/ SVN: newest testing version https://api.mod.io/v1/games/5/mods/1965214/files/3658747/download (needs manual installation) For A26: It is available through the in-game mod downloader or manually from: https://mod.io/g/0ad/m/shiny Some features: In case you don't like the new backgrounds: There is now the option to enable or disable it and switch between the new and the old backgrounds. Just go to the options and click on "Disable new background" _________________________________________________________ Credits to: @Langbart who gave me the idea and with whom I discussed much about the initial design/ who generally helped, @wowgetoffyourcellphone @Stan` @Radiotraining for tips on the design and a general thanks to everybody who gave their opinions and suggestions in this thread.
    1 point
  4. Today I ran the latest release 26436 and tried the commited version of the Han civilisation, and these are the feedbacks: General impression: completely new playstyle for this civilisation; the previous build orders don't work anymore -> forces you to think about new build orders. Graphics are very nice as always; animations are very smooth and I even saw a few new Icons! What I liked: Beautiful graphics as always Gameplay feels smooth and satisfying with the acceleration feature, especially when controlling archers. What I disliked: Icons and buttons have become smaller and smaller... Huge tree canopies as before, hiding my storehouse placements and making my eco less efficient. (Not a problem, KateGUI will fix it) Changed unit icons - yes they do look prettier now but old player's can't recognise what's what. (not a problem, KateGUI to the rescue) I fear that acceleration feature will cause some complaints amongst lobby players Now let's talk about the Han civ: Differences from other civs: 1. Rice paddies - same price as field, but smaller in size and only 3 women per paddy. However, gathering rate is 0.6 instead of 0.5. Suppose you want to go heavy on cav, other civs might need 12 fields and 60 women on them. For Han, you will only need 50 women + 17 paddies. So paddies are more expensive to set up but great for late game. In early game around 6 paddies are enough, so the wood demand in early game is slightly higher. 2. Ministers - they can speed up gathering -> compensates for greater resource demand. 3. A lot of techs available - good for late game. 4. +10% pop bonus -> amazing late game. 5. No temples, can only train healers from captured temples -> too bad, need to fix. The Laozi gate thing is not good enough! 6. Ranged barracks + melee barracks So the general feeling is they are strong at economy but slightly weaker at infantry. Most old players will have a difficult time getting used to this civ! Suggested changes: 1. Use actor model for rice paddies, but use the same stats as farms. Or, adjust the price accordingly: 70 wood per paddy (since they are smaller anyways). 2. Crossbow infantry have same attack stats as slingers but at greater accuracy; let their cost stay at 50 food, 30 wood and 20 metal. 3. Champion crossbow cavalry do 28 pierce per 1.25 second. 4. Either give all civs ranged barracks + melee barracks or cancel the idea for Han. Right now this nerfs their economy too much, as well as early defense.
    1 point
  5. I think acceleration should be tweaked to only occur when transitioning from idle or stopped state to move state. If going from move to move, such as when turning at a waypoint, then acceleration should not occur. Also, currently if you task a moving unit to a different target, the moving unit has to accelerate again, each time you task it. As I said, since the unit is already in motion the acceleration should be turned off. @wraitii @Freagarach
    1 point
  6. We haven't changed icon size in this alpha. You do have a gui.scale option in the game options now though. That sounds like a bug they definitely have a temple @wowgetoffyourcellphone Also, thanks for testing!
    1 point
  7. @Stan` you can move this one post to a safe place in your art forum. here are some of the icons in EPS format. should be able to be opened with any vector program. and with image editing programs.
    1 point
  8. I love Danubius. I have beaten Gaia a few times using Seleucids. There is one map I like. It has many cliffs and mesas that I can climb and defend. It also has some narrow channels so I can attack the Gaia ships with war elephants. Is it possible to replay a game using the exact same map, same Gaia, but a different faction. I want to try Mauryas. Thanks for who ever designed that map..Well done.
    1 point
  9. Can do we an 8 worst players list after this?
    1 point
  10. We will never forget him @nani
    1 point
  11. Bowtech (aka ElefanteKing) There are no other top players
    1 point
  12. Rise of Seleucus Anabasis of Alexander Clash of Civilizations: The Greco-Persian Wars Hannibal at the Gates Wrath of Boudicca Iberia: Arena of Death The Last Cataract
    1 point
  13. Fine by me, but the whole thread comes from the fact that these two objectives apparently contradict each other. And the important point for the game experience is that Civs are unique, so when balance goes against uniqueness the point that makes the Civ unique should stay and balance should be sought by other mechanisms (like sets).
    1 point
  14. Yes, in this idea, that's why I think that it is almost impossible to get a perfect balancing without playing too similar civilisations (one or two visible differences would not be enought), that's why it could be a good idea to create a kind of optionnal system as proposed by vv221 :
    1 point
  15. 1 point
  16. Please don't give up. Maybe there is an alternative solution. Ceterum censeo, the new screens/arts should really be added!
    1 point
  17. @maroder Oh my god, this is such amazing art! My deepest respect! This goes to all developers, artists, and contributors.
    1 point
  18. Hero suggestions: Chandragupta Maurya: Founder of dynasty Ashoka (greatest ruler) Chanakya : Awesome diplomat who got India to unite against Alexander. He also helped start the dynasty and was really smart. Possible power could be enhanced economics (his work on economics was precursor to classical economics). His impact on the empire was that he pretty much set up the economic, political and military strategy for Chandragupta. Emblem suggestion: The current or modified Ashoka's lions (used by Indian govt), or the Ashoka Chakra (also used by govt. of India as national emblem). I prefer the chakra to be on the sheilds/banners and the lions to be the emblem. Also, @ Brightgalrs: Neat model, but in the Maurya period they were just simple mounds. Nothing too fancy until later As far as architecture goes, they used lots of pillars and neat ornate carvings. And they were good at carving into the sides of hills.
    1 point
  19. Might I suggest a Buddhist "Stūpa" (reliquary) as the special building? I've done a quick model, dunno if its any good.
    1 point
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