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Showing content with the highest reputation on 2017-11-06 in all areas

  1. I will next time Most of the props in this building had missing faces, so they couldn't be separated from the building itself. I think you have plenty of barrels already
    2 points
  2. @LordGood It was bothering me as well, I took inspiration from the blacksmith which had those thin walls. Wattle fits better, and the decal gives a new light to it . What do you think ? Also way better with AO. I think it's ready to be commited now. Need to prepare the blend file but that's the easy part
    2 points
  3. I was hoping for the flat range, but the towers do seem to help with recognition. I suppose so.
    2 points
  4. The destruction and foundation visual actors often do not match the sizes of their corresponding structures. E.g. the Persian, Ptolemaic, and Punic wonders all use a 8x8 although respectively 12x12, 9x12, and 6x12 would better match their footprints, obstruction, and visual actor sizes. It would be nice if someone could create visual actors for more different sizes. Here is a list of nice to have and existing sizes: art/actors/structures/destruct_stone_* [currently 8] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12. art/actors/structures/fndn_* [currently 12] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12.
    1 point
  5. Right now in DE the elite spearman uses leather and lino, while the champion swordsman uses chain. But you can do whatever you want in the public mod.
    1 point
  6. It's not really locked anyway ^^ so it doesn't change much from a usability point of view @Lion.Kanzen
    1 point
  7. Indeed, in relation to the camera in-game this is true. But the skybox's relationship to the default height of the map grid is what I'm talking about, especially since with a very high default height, the water plane has to be even higher, placing it very close to the ceiling of the skybox, affecting the quality of reflections in the water. I am 100% right about this. See the water reflections on Britannic Road to see how stretched/blurred the skybox reflection is. I created that map before I reduced the default map height. Also, the skybox is currently very very squished. See how the side textures are compressed here:
    1 point
  8. Is like sound in video, you can feel a punch in a combat scene if the audio is very good.
    1 point
  9. Yeah you can thank @implodedok for adding back the plugin
    1 point
  10. I like what you did to it ! I'm happy it could finally serve a purpose. I'm not a fan of that colorful part on top of the sleeves it feels a bit flat maybe
    1 point
  11. Well that was some very interesting replay ! Too bad for the anticlimatic end. Too bad also that this is happening on a nonfree map that had to be removed from a23 (apparently the scripts were derived from proprietary scripts, I don't know how that's possible, if anybody knows what the story behind this is, let me know). Few thoughts about the gameplay : There were only two moments in the game where the relic really played a role, otherwise the game played pretty much like a regular LMS. I think going for one relic is a good idea, but then the relic bonuses should probably be buffed to make the relic really worth taking with the risk of being team focused. I don't have the impression that the armor and food gathering bonuses from Brutus' rotting body's influence really impacted the match. There wasn't any fight for the water. Some players fishboomed a bit at the beginning and quickly deleted those ships that were taking pop space that was not worth the food income. Trading on water could have been an option I think, but a team who had managed to secure the two sides of the Black Sea could easily secure an even more fruitful land route, so land trade was the choice to go for. A lot of players considered taking control of the Sea of Marmara and built docks on it, but the only one going for the sea's control was orange, putting its catafalque next to the shore to reduce the surface of attack and protecting the shore side with warships, and this tactic didn't prove very fruitful (although I liked the idea). The only use of water that really worked was the retreat of yellow from Anatolia to the Lesbos Island by transporting over the Mytilini Strait (yes, I did some research), and his successful defense of persian archers firing across the sea to discourage any incoming enemy. Some thoughts about the interface : I still think an observer overlay is a must-have. I'm thinking about a small table with a transparency effect like some shoutcasters of aoe have, with the possibility to diplay/hide it with a hotkey. This table would display on each row the names of players with their color, elo and team if applicable. The columns would show the faction chosen, the global score, the team score if applicable, the amount of each resource with the numbers of workers on it, the pop situation, the citizen pop, the champion pop, the traders pop, the current phase, the number of idles, the number of relics, the number of CCs/colonies, the number of wonders, and the K/D ratio for each player. I still think there should be hotkeys to allow the observer to cycle through the players POVs and turn on/off FoW+SoD. I think the observer should have access to a global diplomacy window so he doesn't have to look at each player's diplo window to figure out all diplo relationships at a certain moment. The global diplo windows would have a table with all player's names in rows and all player's names in columns, and at the intersections we would have the letters 'A', 'N' and 'E' for Allied, Neutral and Enemy. Or perhaps icons to represent that, or even colored letters, or a combination of those. I also think the gamerules window should be reorganized to be more readable, so we can quickly find what we want in it. I don't know how to do that though. (putting it all in a table ? using colors ? icons ?) I think the observer should have buttons or hotkeys that allow him to quickly locate relics and heroes at any moment. It would also be nice to have a "battle overlay" table. The idea would be the following : when an event is about to happen (like two armies marching towards each other) the observer could press a key that would display an other table next to the main observer overlay table. This table would display the K/D ratio for all players from the moment the key has been pressed, as well as the Loot. As the armies fight each other the numbers for the concerned players would rise, and when the battle is over the observer could press that key again, and the numbers would freeze. The observer would be able to keep looking at the outcome of the battle, and when he's done, he could press that key a third time and that would close the battle overlay. Otherwise I really enjoyed that replay. Thanks for sharing it.
    1 point
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