Jump to content

ribez

Community Members
  • Posts

    292
  • Joined

  • Last visited

Posts posted by ribez

  1. Here is a screenshot of my port. Please click the link below.

    http://www.hilva.com/0ad/0AD.png

    • I disabled shadows due to an issue.
    • GUI is not at good quality, i removed them, too.
    • It is running 182 FPS at 1920x1080 pixels on my PC.

    My PC configurations:

    • NVidia Geforce 520 GT
    • Intel Core 2 - 1.86 GHz
    • Windows 8

    i see only the upper part of the screenshot.

    just for curiosity: if you disable GUI and shadows in the C++ 0AD, what is your framerate?

  2. Something like those would be nice, but it would be great to try and do something at least a bit differently. The sword in the ground seems to be what almost every game does :P As this is not just a game of fighting battles it would be nice to have something that includes the destruction of a city rather than just a battle-field imho :)

    i remember that some time ago there were at least a couple of hand drawing artists in the forum, that made some wonderful unit portraits. Are they still in contact with you?

  3. Call it haze/blowing sand/etc if you like, but I still think it can be realistic (just did a google image search and in a very unscientific estimation I'd say there are about as many desert images with fog as say forests or mountains, not a big point either way, just that it can happen), so it's probably better to have some distance fog on all maps as a unifying element if nothing else :)

    well, honestly i see many differences between desert images

    https://www.google.i...iw=1360&bih=629

    and the Po valley (Italy) ones

    https://www.google.i...iw=1360&bih=629

    but, yes, it could be blowing sand :)

    i only hope that map makers don't abuse of these effects, that are great when used properly

    Just a question: it's possible to set the fog locally? i'm asking if is possible adding fog only around a river or a lake, or to the heights of a mountain

  4. The way I look at balancing techs is rather simple. In the end, you add up all the costs, research times, and stat effects for each, then compare them, then balance them from there. Also, it is not my opinion that every civ must be perfectly balanced. Only that it is possible to win with each civ.

    i agree with you. So every player must discover the civ that more fits his gameplay style. A civ should focus on defense, another on attack, another on economy, another on building skills and so on :)

  5. haha I thought on the rebel faction also xD

    Here's the last update before working on shields/weapons & other props for Mauryans. They'll be useful to use as decoration in military buildings and final details. If anyone has any objections regarding the colors it's time to complain before calling the texture finished ^^

    really cool!!! :)

×
×
  • Create New...