Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2013-08-28 in all areas

  1. So I guess this report will be pretty epic. I've been working all night on XMB file loading and optimization. Mostly to greatly improve loading speeds. However, I digress, here's my report of last week. Week #3 19.08 - 25.08 19.08 1100-1700 (6) - Debugging and bugfixes on megapatch. Huge breakthrough. 20.08 1600-0200 (10) - Debugging shader issues. 21.08 1200-1900 (7) - ShaderProgram variations reduction. ModelRenderer texture bind bug solved! 22.08 2100-0500 (8) - Windows Stacktrace failure debugging. 23.08 1000-1200 (2) - Alpha sorting removed. 25.08 1400-0500 (15) - Fundraiser footage. Mega
    2 points
  2. We could make visual variations. But I don't think we should have different types of farms. Just visual. We could add things like Orchards though.
    1 point
  3. Where on the UI exactly? For random maps, you can only choose one population cap for the entire game. I just think it should be mentioned in the history or something a certain civilisation gets a +10% pop cap bonus, or a -10% pop cap penalty. But filling the UI with extra (mostly useless) numbers is not good IMO. There is no way to achieve subtle differences like a +10% difference. Sure, you can make all swordsmen take 2 population slots instead of one, but nobody would use swordsmen in such a case. Hmm, that's a different issue than we thought. Do you train in really big batches? If you tra
    1 point
  4. Here's a site that may help: http://www.heritageinstitute.com/zoroastrianism/rawlinson/2assyria/r2d.htm#image-0004
    1 point
  5. Yes, like Rise of Nation or Civilization series that have multiple varieties of farms, unlike AoE 2 where one type of crop was represented thus make the game looks strange and unrealistic. Hopefully 0 AD team may consider this as a good idea.
    1 point
×
×
  • Create New...