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Showing content with the highest reputation on 2014-03-07 in all areas

  1. Salute. I don't think I heard about Eadweard Muybridge or his work. It looks very interesting. Walk preview:
    4 points
  2. Hi all, Its probably too late into the development now for it to be of any use, but I thought to just post some concept sketches I've done/doing. Starting with the Civ Center, because I remembered saying somewhere that the current design don't feel "Han Dynasty" enough. (Sorry to be so blunt) Its just for fun mainly but it would be sick if they can help with future development in any way at all! Sorry if it look a bit crappy, I'm no good! I'm working on the rest of the buildings and there will probably be units as well when I have time. EDIT: Noticed that I've written the plaque text the wrong way round, so I moved them.
    1 point
  3. I wish more artists contributed. I may spend a lot of time here, I'm not as good as the people that passes by. And Enrique is working alone those days.
    1 point
  4. They also used celtic mercenaries, not just allies, certainly including cavalry as well.
    1 point
  5. @Mythos_Ruler You mean "German mercenary cavalry" The Romans employed and deployed German cavalry, for the Celts normally allied tribes of infantry under a Roman banner.
    1 point
  6. Ah don't worry. I get what he meant now. I only skimmed through the first time. I wasn't sure if he wanted to have the trainable units static or dynamic for the duration of the each game. I'll edit the question out of my first post.
    1 point
  7. Done! Thanks for reporting!
    1 point
  8. My friend, sanderd17. And this problem: <p class="warning">WARNING: planning new base</p> <p class="warning">WARNING: planning new base</p> < p class="warning">WARNING: treu</p>
    1 point
  9. 1 point
  10. We need more eyecandy models ^^ and someone to review them because none were added not being rude to anyone
    1 point
  11. It could be AoM with all the HiRes fan artwork? 3D corn fields, painted egyptian buildings, particle effects?
    1 point
  12. Ubuntu is updated twice a year, in October and April. Mint is based on Ubuntu (at least their main version), so they update their version a bit after the Ubuntu update (normally about a month later). But with most software versions directly from Ubuntu. As in October, A14 was the most recent version, that's the one you will find in Ubuntu and Mint. During those 6 months between releases, only bugfixes or security problems get updated. No new features. Also, because Ubuntu is based on Debian, they take most of their software from the Debian repos. So if you release software in October, it won't make it into the October version of Ubuntu.
    1 point
  13. These should be fixed now.
    1 point
  14. Have a look here Lion http://trac.wildfiregames.com/wiki/BuildInstructions#Linux copy/paste the text box under Debian 7 into a terminal then enter your user password and the needed packages will be downloaded and installed.Follow the rest of the instructions if you run into trouble just post your problem someone is sure to know what went wrong Enjoy the Choice
    1 point
  15. I may have some viking swords somewhere. To use them you have to make sure they have the correct license. The sword may be a bithigh poly for the game. For the boat you could also modify the existing model
    1 point
  16. The first one has "all rights reserved". So you must ask written permission before you can do anything with it (even sharing on this forum is forbidden if you follow the license strictly). The second one has "royalty free use", but that's still too much restrictions to be used in combination with the other artwork.
    1 point
  17. Today I came across some nice models: http://www.sharecg.com/v/22777/gallery/5/3D-Model/Viking-Longboat?interstitial_displayed=Yes http://www.turbosquid.com/3d-models/free-viking-sword-3d-model/766859 Are we allowed to use them?
    1 point
  18. Perhaps think about possible units we could include in a "Mercenary Camp" system, where all players, regardless of civ, can capture a Gaia "Mercenary Camp" and then train specific units from it. Here's how I have proposed it works: We can have multiple mercenary camps in Atlas, each one having slightly different mercenaries available from it based on culture or biome (say, "Middle Eastern", "Anatolian", "Italian", "North African", or whatever) with around 2 units available based on this culture, and then the Merc Camp would also have 2 or so units available based on the owning civ (say, Cretan Toxotes and Thracian Peltasts for Athenian ownership, "Samnite Swordsman" and "Celtic Auxiliary Cavalry" for Roman owners). So, up to 4 units available from the Merc Camp; 2 based on the map or maptype and 2 based on the owner of the camp. With that in mind, what kind of "Merc" units would you choose for the Persians? Maybe Sacae (Sythian) Horse Archer and Cardaces Hoplite and perhaps Indian War Elephant? This way we can give the Persians some extra strong units, but only if they can manage to capture the strategically important Mercenary Camps? These mercs would have benefits (they cost no population room and they are trained at 'Elite' levels), but a few minor drawbacks (they keep "loot" to themselves, so the player doesn't get any of the "Loot" they get from kills, and you can only train a limited number of each).
    1 point
  19. @sander A culture DB on the native side would be great. Usually the result sets are not that huge, just a few records. Let me expand the example of grain picker above: units: [5, "food.grain GATHEREDBY WITH costs.metal = 0, costs.stone = 0, costs.wood = 0 SORT < costs.food"],From the point of the group it only cares whether the units CAN gather food.grain. It doesn't care if they are soldiers, females, slaves, what ever. It is up to the economy to find out what is currently cheapest. First it has to find out how to deliver what the group requested. So it runs the query and gets a list of templates, then it checks whether there are entities in the game not occupied by other groups matching these templates. Let's say the result is: "units.athen.support.female.citizen", checking in game is easy, just append verb + filter and run again: "units.athen.support.female.citizen INGAME WITH metadata.group = ''". If there are results, then the unit IDs are included and all left is assigning the units to the group. In the case of no in game units, the economy first has to check requirements (technology) the query is "units.athen.support.female.citizen REQUIRE". If that returns nothing next step is to find out how to produce the requested resource. The economy doesn't know a thing at this point whether these are units, technologies or structures. So it runs 3 queries: units.athen.support.female.citizen TRAINEDBY INGAMEunits.athen.support.female.citizen BUILDBY INGAMEunits.athen.support.female.citizen RESEARCHEDBY INGAMEto find out structures.athen.civil.centre is a candidate, is in the game and the engine command to produce them is "train". Basically the economy reads every tick its list of requests and checks what can be done using the query language and fires the according engine commands. It is an easy process and just requires to build proper queries using string operations. A query like : "units.athen.support.female.citizen TRAINEDBY INGAME" runs in virtually no time, because it starts with one node only and checks just a handful edges. If "TRAINEDBY" returns nothing, "INGAME" doesn't even need to run. So, yes there are probably are a lot of queries per tick. The crucial thing is whether they query in game objects or only the template space. Don't know how this could be done on native side. Also the query would need translation into SQL, which may open another can of worms because fast and simple triple store queries may lead to heavy SQL queries. More obstacles come to my mind, I think, I can make a better proposal once the bot knows a bit more than cropping.
    1 point
  20. Something like this? Sorry for the blurry text.
    1 point
  21. Have you guys ever looked into Eadweard Muybridge's works? I found them very helpful in the past. Here is a book I bought in the past: http://books.google.com/books?id=uVbrtU0rCVsC&printsec=frontcover&dq=Eadweard+Muybridge&hl=en&sa=X&ei=MrQUU7OlAsjcoATjtoLYDw&ved=0CFIQ6AEwBA#v=onepage&q=Eadweard%20Muybridge&f=false
    1 point
  22. I think this should be the wonder: Its basically the Han Dynasty's version of the Temple of Heaven. I'll probably draw my own take on it. Anyways here's a some quick sketches of 2 tower and 2 wall tower concepts:
    1 point
  23. Go watch Red Cliff!! Lol, jokes aside, you can look at all the film sets used in all the Romance of the Three Kingdoms dramas. If you copy and paste 漢朝建築 on Google images, which is Chinese for Han Dynasty Architecture, it should come up with pics of reconstructions. EDIT: Added concept for the temple. It probably won't be appropriate until part 2 though, since Buddhism hadn't spread to China until around 68AD.
    1 point
  24. Wow thanks! Didn't expect such positive feedback! Here's 2 concepts for the barracks: Probably gonna do temple and blacksmith next...
    1 point
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