Mythos_Ruler
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Posts posted by Mythos_Ruler
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I think one (easy?) way to "fix" this would be to ensure units form up with their group, even when the group has stopped moving. Right now, when the main group has reached the destination, all those other units that have not yet caught up to the group stop moving too. I think running was supposed to help this by allowing units to get into formation quicker.
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We should really make a tutorial on how to make a new faction. But the first thing you need to do is create a civ json file in public/civs. Just use an existing one as a template. In the civ *.json file you create the code word for the civ, like "brit" or "mace" or "ptol". In your case it would be "germ" or something like this. This is step 1 out of 100 to make a new civ. Now every unit and building entity template you make in public\simulation\templates\units and public\simulation\templates\structures can use "germ" for its civ. I highly recommend looking at the existing templates to see how this is all done.
Like I said, there are many steps on the road to making a civ. Others who have more time can give you more details.
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The shapes are good. I'd recommend the railings be a little thicker and like Enrique said, the wall texture could look "poorer."
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We already have athen and spart, so the precedent is already there for 5 letters.
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That is definitely a good reference, but I feel like it's more of a jog than a run. But that's fine. Looks great. We can make the cheetah look really fast instead.
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Looks really nice. About 90% of the way there. I feel like the front legs should extend farther forward on their stride. Maybe I am wrong tho. I have no good references.
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IIRC, the "Saracens" were simply Arabs. The Ottomans were Turks.
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We could just use a wolf's head on a shield or emblem, Starks of Winterfell-style.
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What should the abbreviations be? Some of these factions are listed just for completeness, not to insinuate that they /will/ be included.
achae = Achaemenid Persianssass = Sassanid Persians
parth = Parthians
rep = Republican Romans
imp = Imperial Romans
byz = Late Romans/Eastern Romans
gupt = Gupta Indians
hun = Huns
sarm = Sarmatians
dac = Dacians
goth = Goths
germ = Generic Germans
thrac = Thracians
perg = Pergamenes
sele = Seleucids
lusit = Lusitanians
nub = Nubians
heb = Hebrews
pont = Pontians
arme = Armenians
Any suggestions for alteration?
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I did not realize that we stored Blender files in the art SVN. I thought that was only used for concepts / large reference files. Good to know though.
Here's an example (but they're all Max files): http://trac.wildfiregames.com/browser/art/trunk/art/meshes/structural/roman
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How about an other idle animation sleeping after all conserving energy is a prime feline behaviour
Enjoy the Choice
I don't think that would work with the current system. And idle where it just stands there and swishes its tail would be good though.
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We really should store the original blender files in SVN somewhere like we store the uncompressed audio files.
There actually is an "Art SVN" for this very purpose.
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and Sassanids,my hey are same Empire with different dynasties?
The Sassanids were a Persian dynasty, not Parthian. This is what sparked the proposal to rename the "Persians" in Part 1 to Achaemenids and the possible "Persians" in Part 2 to "Sassanids." There is no such need for the Parthians.
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I agree with that, when Parthians is coming can be Arsacid Dynasty?
Not sure about that one. The Parthians only ever became a world power under one dynasty, so there's no real reason to differentiate them from their culture.
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Using "The Achaemenids" for Part 1's Persians is okay with me. We already use "The Mauryans" for Part 1's Indians. Let's get some more input.
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It's okay that it is a long cycle. We can just make the attack time longer in the entity template and increase the attack value to compensate. Though, I would like to see other variations of attack, because I think a tiger would be a lot more violent.
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As far as gladiators go, all that would really need done are textures (body, props) and prop meshes (helmets, armor, weapons, e.g. a trident). They could pretty much just reuse the dude meshes and animations already in the game.
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Demotic (7th century BC – 5th century AD, Late Period through Roman times)
Looks like we should use Demotic Egyptian when at all possible.
We need:
- House/Household
- Storehouse/Mining Camp/Lumber Camp
- Farmstead/Granary
- Farm Field/Farmer's Field/Farm
- Corral/Livestock Pen/Barn
- Dock
- Palisade/Wooden Wall
- Outpost/Scout Tower
- Barracks
- Blacksmith/Armory
- Civic Center/Town Center/Plaza
- Temple
- Market/Marketplace/Bazaar
- Defense Tower/Fortified Tower
- Stone Wall/City Wall
- Wall Tower/Wall Turret
- City Gates
- Fortress/Citadel
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Has anybody mentioned Athenian Marine's name before?
I think it should be "Epibates Athenaikos" instead of "Epibastes Athenaikos".
Source: Perseus
Fixed. Thanks.
Now, to everyone else! We need names for the Ptolemaic Buildings! We have names for a few special buildings (lighthouse, military settlement, library) and we've used Greek for those for obvious reasons, but for the rest, like Civic Center, House, Dock, etc. I think it would be a good detail to use Anglicized or transliterated ancient Egyptian.
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Walls in early stages of the game are particularly strong, especially for starting Iberians, IMO that is partly because of embedded automatic wall towers. Perhaps the attack on these should be an upgrade and not something they start with?
Yep, that's how it's going to be.
Sentries = Unlock default arrows.
Night's Watch = Double default arrows.
Engineering Crews = Towers shoot siege bolts (think "ballista towers", only certain civs would get this).
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Their art influenced the Germanic and, to a lesser extent, the Classical world.
The article makes a clear distinction here between Germanic and La Tene cultures. That map you posted spans 500 years and multiple migrations and movements and likely takes into account evidence of trade goods and the like, e.g., if a Germanic site shows evidence of La Tene trade goods, then it was "influenced" by La Tene culture and therefor was part of its "sphere." That does not mean that the Germanics at these sites were Celts.
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Also, you have to look at a unit's "health" stats in a different light. "Health" in a game like this doesn't strictly mean how healthy that unit is, it's more abstract than that. Would a soldier with 5% "Health" still be standing around looking all awesome with his sword and shield? Or should he realistically be crawling around on the ground or being helped off the battlefield by some of his comrades? So, already the concept is very abstract and can include things like luck, skill, courage, and health.
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Dat coastline.
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Persian Camel Caravan
in General Discussion
Posted
The "Persians" of the game represent multiple cultures within the empire, including the Aramaeans, who certainly used dromedaries as pack animals.