Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
For the last time, it's an old one, from like 4 years ago. Our current UI may take some cues from the AOK UI, but that's because AOK's UI was very good. The old round UI was not very extensible and had elements strewn all over the place. -
Most of the walls will be redone, so the Celt ones will end up looking different.
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Reminds me of when the Macedonians surrendered to the Romans, the Macedonian pikemen went to attention with their pikes up in the air, which was the traditional method of surrender for Hellenistic armies. Well, the Romans did not understand this convention and continued to slaughter them. :/
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This is possible (grouped with the formations), and one idea I had considered. Have to take a look at the formations to make sure there isn't an instance where we need the whole panel to show all the formations. If there is never an instance where the bottom row is taken, then let's put them there.
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Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
That's simply to save UI space. -
I would make walls very strong, but costly and take a long time to build. Historically there was an incident right after the Persian Wars where Athens' walls had been destroyed by the invading Persians. The Spartans didn't want the Athenians to build new walls (so they would have to rely upon the Spartans for defense). Obviously the Athenians would much rather have their own defenses than rely upon the good graces of the Spartans (who had proved to be both treacherous and unreliable), so they captured the Spartans who were in Athens to prevent them from going back to Sparta and telling the rest of the Spartans that the Athenians were rebuilding their walls. To provide even more time to build the wall, they sent Themistocles to Sparta to stall them. Basically the entire population of Athens was conscripted to assist in rebuilding the walls. They used stone and material from unfinished temples, homes, and whatever they found to build it up as quickly as possible. It still took them a couple of months to build the walls to a defensible height. By this time the Spartans realized what was happening, but they could not harm Themistocles for stalling them due to the Spartan hostages in Athens, so they let Themistocles go in exchange for the Spartan hostages. It was this incident that made Themistocles an enemy in Spartan eyes, and when Themistocles was later banished from Athens for polticial chicanery, the Spartans pursued him across the Greek world and hounded him so much that he was forced into the arms of the Persian king to beg for sanctuary. Anyway, the ruse succeeded, the Spartans withdrew, and the Athenians finished their walls a few months later. A few years later Themistocles (before his banishment) convinced the Athenians to build walls from Athens to the sea port of Piraeus. This was another massive undertaking, but it was worth it in the end.
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Archers in our game are about 40% accurate (Philip can correct me). Also, with some research, we've found that accuracy does not fall much in real life due to movement (the archer simply "leads the target"), but rather falls off due to range (which can be compounded by movement at the extreme of the weapon's range).
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Well, currently you mouseover to get the tooltip that tells you this. No reason we couldn't continue.
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We've talked about walls a billion times. Here was my post on the subject: But I think the more people scream for walkable walls, the more likely we'll do it. At one point we had "gathering auras" instead of resource shuttling because it would be "easier." Then one week Philip sat down on a whim and implemented resource shuttling. Then I was all like, "Awesome sauce!" and within about 2 days made all the necessary props for it and changed the unit actors and stuff, balanced out the entities, and boom: We had resource shuttling. Just because RIGHT NOW figuring out how to do walkable walls is not a priority (at all) for us, doesn't mean someone might not get bored one day and figure it out and implement it. Hopefully a fan will figure this out and program it for us and submit a patch, because we are actually more focused on finishing things called for in the Design Document. Resource Shuttling was an exception, not the rule.
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Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
Hmm, I don't agree. Why put an extra step? Just one more click than necessary. The panel disappears when you don't have anything selected anyway. -
Like this. Click the sword/shield icon, which in this case should mean he is currently in Defensive stance. Little menu pops open. Click. Then the menu goes away and the icon changes to what you clicked. The menu can pop up, down, left, right, I don't care. "Passive" would not need to be shown, since Passive is only a default behavior of support units and when you put Cavalry units in scout mode.
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If I had my way, the stance you select will be easy to see because it's the only one you see. My idea is to click the icon next to the unit portrait, the stance icons pop up, you click one, then the stances go away and the one you chose is now the icon you originally clicked on.
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Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
Here we go. Because one guy likes the old UI we'll have to have a giant staff meeting about how the current UI fails us. -
Once we have running and charging, melee units will catch up to them easily. Plus the way 'hits' register for melee units could use some tweaking so they don't keep stuttering and chopping at the air when the skirmisher is running away from them 2 millimeters out of melee range.
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Secondary attacks aren't implemented yet. The hotkey for the secondary attacks I hope will be the Alt key. (Alt-RightClick to attack with secondary weapon.)
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Hi. Thanvabara would not be the best word for Archer? EDIT: The basic Sparabara having no shield is a mistake, which I have just fixed.
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Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
Not sure if serious. -
Hmm, perhaps players are prevented from claiming the losing player's final settlement, ensuring an open area for the new player.
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0 A.d. Features On Geek-Haven.com & The Var Guy
Mythos_Ruler replied to Jeru's topic in Announcements / News
Yeesh. The selection of screenshots they chose is unnerving. From now on for every interview we need to send a flock of picked screenshots along with our answers. -
Shadow Rendering
Mythos_Ruler replied to Shield Bearer's topic in Game Development & Technical Discussion
If we are to be able to control "shadow softness" perhaps we can tie them directly to different skyboxes. Because in real life, shadow softness is due diffusion of the light source, e.g. if the sky is overcast the light from the sun is scattered, creating soft shadows on the ground. -
Everyone's in luck! The GUI already supports choosing factions for Random maps on the game setup screen! You cannot, however, choose your faction for Custom Scenarios, since they are custom scenarios. Although, it would be cool to be able to allow the choosing of a faction for custom scenarios. Perhaps enable it in the Atlas UI somehow where you can dictate the faction for each player (add "user optional" and "random" choices for the map designer?).
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Well, I wouldn't mind running a few tests with some 15k and 100k models if you'd like to participate. It's been my experience that polygons are insanely cheap to render, while textures with alpha channels, dynamic shadows, etc. cause the lion's share of the graphical lag.
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Right now the only hotkeys we have enabled are: WASD = camera movement QE = camera rotation H = reset camera ('H'ome) Shift-D = open/close developers console Ctrl+1-0 = create control groups 1-0 = Select control groups Alt-Enter = toggle windowed mode F2 = screenshot ~ = console and perhaps a few others. This leaves no room for resources or stances.
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Cannot Use "very Big" Or "giant" Random Maps
Mythos_Ruler replied to Annozero's topic in Bug reports
Is it possible that the random map generation process is taking more than 96MB of RAM, and therefor causing an error?