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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Go ahead, man. Eye candy is different.
  2. Under normal circumstance I think it would be interesting to allow access to the floor of the gorge. However, pathfinding being what it is, I think it would be best to not give players access to it. I could see all kinds of strange things happening and units getting stuck and such. It would create an interesting dynamic where you have to fight over the open North end of the map to gain access to your enemy's home base instead of cutting through the gorge.
  3. I'd still use Temperate terrains instead of Alpine. One of these days I'm going to revamp the Alpine terrain textures (or fold them in together with the Temperate biome).
  4. The point is you are founding new cities, which was common in this time period. Building up towns around castles comes in a later (medieval) age. It's true Romans built towns around establishing army camps, and the Romans in our game will get an army camp structure that they are allowed to build anywhere on the map regardless of territory.
  5. There was no reason to use that link shortener plastered with ads.
  6. Maybe try "Belgian Bog" map for forests.
  7. They were expensive to train as well. There were also rules for different gladiator events because of this. And gladiatores were guaranteed a certain percentage of their winnings. Like other slaves, they could buy their freedom at some point.
  8. And the aim of a gladiator match wasn't necessarily to kill your opponent, but to simply beat him. The crowd usually allowed a defeated gladiator clemency if he fought decently enough. And in certain matches it was not even up to the crowd. There were different ways to "win." So, really, you only had a 10% chance of dying in any given gladiatorial match.
  9. I've committed some tweaked camera zooms. See how those work out for you. The only time I had z-fighting was when I tested view.near at 0.0. I've set it at 2.0 instead of 1.0 though just in case.
  10. Yep. That's one of those little things that is very important.
  11. LOL thanks for that. I was wondering what he was talking about.
  12. Question: Why is view.near anything greater than 1.0? I find there is clipping when zooming in if the default is used. These are my custom settings: view.zoom.min = 50.0 view.zoom.max = 250.0 view.zoom.default = 110.0 view.near = 1.0 ; Near plane distance view.far = 4096.0 ; Far plane distance view.fov = 40.0 ; Field of view (degrees), lower is narrow, higher is wide EDIT: I just tried playing again at 20 FOV and it's funny how quickly I got used to 40-45 FOV. The 20 looked weird.
  13. It may be related, but it is not the same thing. This issue has only arisen since the new FOV implementation yesterday. The farther from the center of the screen, the more pronounced the issue (the more difficult it is to select the object or click onto it). Anyone can test this, so I urge you to do so to see exactly what I mean yourself. This also happens in Atlas. And this is only a horizontal issue, not vertical.
  14. http://trac.wildfire...changeset/10548 http://trac.wildfire....com/ticket/941 This new patch changes the field of view (FOV) for the game from 20 degrees to a more standard "3D" FOV of 45 degrees. It really does make everything feel a lot more "3D" and changes the whole look and feel of the game. The only problem I am finding is with the mouse cursor (in-game and in Atlas). The farther away from the center of the screen the more difficult it is to select an item. This is very easy to test and confirm. I am guessing there would only need to be a few tweaks and fixes to the cursor code to fix this, but I thought I'd mention it here. Anyway, so, this new patch makes the game view go from this, which is nearly isometric: To this: In the game, moving the camera, the new FOV really does add a distinctive "3D" feel to the game and gives a sense of depth and distance that wasn't present before. It takes a while to get used to, but works fabulously. You can see it a lot better by toggling back and forth between these two tabs: http://i.imgur.com/bOwST.jpg http://i.imgur.com/7y2C5.jpg
  15. Kardakes (Cardaces) Hoplites. Enrique's new Roman temple in-game:
  16. Reviewing and implementing patches is as good as writing new code in my book.
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