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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Need some input on some Roman building names. Someone mentioned that some of the building names should be looked at. Outpost Currently no name Suggestion: Speculum or Vigilarium Barracks Current Name: Castra Suggestions: Armamentarium or Striga Fortress Current Name: Fortis (an adjective meaning "Strong") Suggestion: Castellum Entrenched Army Camp Current Name: Castra Vallum Suggection: Castra (itself literally means Army Camp in Latin) Thoughts?
  2. I can't tell what they're doing in that screenshot.
  3. Added Punjab to the Tropic list, and updated the fauna list.
  4. The problem lies in duplicating that fluidity. It's doubtful Robot Entertainment would be forthcoming on this.
  5. Regarding pathfinding... I'm incredulous that there isn't some kind of ready-made solution already out there to use. I mean, I'm sure someone else has figured it all out already. Is there no resource for this? I feel like the gaming industry (including us) spends an inordinate amount of time solving the same problems over and over that have already been solved a hundred times over by others. Why is there no central resource to store these solutions? Why must the wheel be rediscovered again and again and again? It holds us back. It holds the entire industry back.
  6. Here's the 'Punjab' map I'm thinking of adding to the list. Any thoughts? It's characterized by grasslands on the outskirts, with riverine forests in the center. I think though that there are too many maps designed with the "a river runs through it" motif. Punjab works, but some of the others I think we can adjust so that the basic layouts are more unique.
  7. Cool addition. Could help add some variation to terrains and help reduce the visual tiling effect. Plus I no longer have to tilt all my new terrains 45 degrees, I can just do it with an xml file.
  8. I think capturable siege would be better suited to a game like Rome Total War. There's just too much going on at one time in 0 A.D. to have to worry about capturing rams and such.
  9. The Islands RMS we included on a whim, but would make a good foundation for 'Cycladic Archipelago.' The 'Islands' RMS in the game right now only uses the Mediterranean biome. We could rename that one to 'Cycladic Archipelago' and then add some random biome action to it and call it 'Islands.' I do think it would be good to include "generic" maps. Perhaps a different 'sort' in the maps drop list. You should start using the SVN version of the game. Not a bad list to start out with. Maybe the existing 'Islands' RMS can be Cycladic Archipelago I and a new one you make is Cycladic Archipelago II.
  10. I just committed a deleting of 250-ish useless or duplicate PMD files. I kept a few of the "unused" ones, like helmets and shields (I'll have to go through these with a fine toothed comb) and some others I found to be useful as variations of existing assets (like additional variations of swords that got overlooked previously). I also found a pretty sweet dude head with a wicked beard. Using that for Brennus now if you want to look at it. Not sure who else I'll give it to.
  11. I like the size and shape of the lake. Good job.
  12. I don't think we plan any "official" maps with random biomes, since all of the maps are biome-specific. However, I see no problem in including more maps not on the official list (which do have random biomes). We'd just prefer to include those on the official list first. For Mediterranean and Tropic maps, the rivers should look like a "wash" or Arroyo, with lots of shallow spots and islands. See Acropolis III for a Mediterranean example, and Punjab for a Tropic example. Wide fords or crossings should be denoted with reeds and water lilies.
  13. It's a joke. I gave him this as a reference: http://feltsocute.files.wordpress.com/2010/10/peacock1.jpg
  14. You're not gonna flatten the side of a hill only 90% when building your house, you're gonna go all the way.
  15. As far as the meshes go, are these meshes that aren't associated with any actors? If so, I wouldn't mind going through them and taking a look at them in Atlas before deciding what to delete. It'll take a while, but I might find some diamonds in the rough.
  16. Right, but I think the best solution is to have a "flattening" tag in most building templates.
  17. A screenshot dialogue would be nice. Hmm... Oh, and here's a 600k jpeg version of the screenshot. http://i.imgur.com/uDA1W.jpg
  18. Not implemented yet. It actually helps a lot. The tower gains 1 arrow for every soldier garrisoned inside. Right now they have no benefit other than keeping your troops organized. This will change for the better though.
  19. There is likely a ticket for this already.
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