Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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I was thinking of giving the Iberians some technologies that greatly increase their cavalry training rates to make up for their lack of cavalry variety and for the fact that Iberia was known as a region for raising horses.
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Added some flames to the Elite Iberian Javelinist's projectile.
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Persia -- Pontus / Parthia (Or Armenia) Split?
Mythos_Ruler replied to AuroN2's topic in General Discussion
No? To be honest the Parthians and Sassanids wouldn't be much different. It'll be difficult to differentiate the Parthians from the Part I Persians already. The Parthians lasted until AD 224 and would make the perfect foe for the Imperial Romans in Part II. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
I confirm Pureon's errors. I get Javascript errors - target undefined jubot/testbot.js: 115 jubot/military.js: 61 jubot/military.js: 146 common-api/base.js: 90 Then later after I kill their Civ Centre... jubot/plan.js: 28 common-api/base.js: 145 common-api/entity-collection.js: 98 common-api/entity-collection.js: 74 common-api/entity-collection.js: 10 And after a few minutes of getting those errors constantly, I started getting 'out of memory' errors too. -
Well, you aren't starting a new civilization from scratch. You are founding a new colony or province. And actually, such a conceit would work well with a 'Home City' concept.
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Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Right now the female villagers are bonused at gathering food from berries and farms, while the men are bonused at mining. Also, the men will get worse at econ while they get better at war. When a soldier levels-up his armor and attack increase, while his gathering decreases. And as others have said, the females will have an aura that boosts the gathering of other units around her. Females are also cheap (only 50 Food) and easily massed from Houses. -
Jubot: A Marginally Improved Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Nice! Tried it out and it's much better than DemoBot. All the AIs seem to rotate their building 45 degrees though. What's happening there? -
Excellent documentation, Philip.
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Unit And Building Names
Mythos_Ruler replied to Davarish's topic in Game Development & Technical Discussion
Intriguing discussion. I'd say it was one of the most thoughtful discussions on the subject in a long time. Thanks guys! I'll be sure to rename these items based upon the agreed terms. -
Iberians For Alpha V
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
But... we don't name our alpha releases that way, guys. lol I assume it would be something like Alpha 27 - "<Some 'A' word other than Argonaut>" -
I figured I'd post it here, since anyone who updates the game via SVN will see all the Iberian assets we've moved to the Public folder anyway. So, I playtested today and came up with this list of things that need done in order to make these guys rdy for the big show. Those items in Bold are essential: Corral – re-exported to fix roof and other shadowy weirdness. Perhaps make the roof the thatched roof texture. Mud prop seems missing (might just need to be moved to Public). Foundation doesn’t show up. Improper footprint and obstruction. Temple – Remodeled to be slightly larger with more detail. Slinger – Needs proper projectile (right now it uses the Catapult rock--not good). Healer – Head is missing. Needs new body. Needs new icon. Female – Needs new body textures x2. Fortress – Remodeled. Monument – Added to citizen build queue. Done. Fishing Boat - Needs re-exported (it's turned 90 degrees the wrong way). Needs new icon. Needs player color added to it somehow. Merchant Ship - New icon. Anything else?
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Shader-Based Rendering
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
No no. The new shader-based rendering makes the gameworld look completely different. It's much better, IMHO. Almost a pseudo-HDR/Bloom thing happening. Whereas before I felt the rendering looked kinda dull and lifeless. -
He's right. Originally (and currently?) it's spec'd to accrue simply over time as well. But I think it would simplify things if it only accrued through fighting, instead of adding multiple layers of XP. Another idea would be to use XP as another resource that you can use to manually upgrade your troops and research special technologies. But then that complicates things again.
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We could probably simplify it by just making XP accrue through fighting.
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Shader-Based Rendering
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
Yeah, that would be good. I'm not well versed in it myself. If anyone could translate this into standard English for us Plebs: http://en.wikipedia.org/wiki/Shader It would be appreciated. -
AOM's were particles. Just flat animations. AOE3's though, were a lot different.
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I am looking at the actor files. It is not apparent to me what all the variables mean and do. Any chance we could get a quick and dirty tutorial put into the Wiki? I've committed a couple of wave textures if anyone wants to try to make a shore wave.
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Shader-Based Rendering
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
Check out a screenshot I posted on our Moddb profile showcasing the new shader-based lighting. I like the new method a lot. Let me know if the description sounds wrong. Feel free to offer any suggested edits or addenda. -
Ghost Rider cheat unit? lol
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Unit And Building Names
Mythos_Ruler replied to Davarish's topic in Game Development & Technical Discussion
Great suggestions and fixes, Davarish! I will implement most of them now. I am not an expert in the Greek language and mostly had to rely on sporadic advice from a few friends who are Hellenophones and Internet research. What would "Fishing Ship" be? Something Naus? -
Confirmed fabio's observation. If the flaming projectile causes damage (to anything), then the smoke disappears instantly instead of lingering as it should.
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Originally we didn't allow building foundations to be placed in the Fog of War (FOW), because we didn't know if there were units or animals walking on that spot, right? But now the game has the pathfinding code that moves animals out of the way when the building is being built, so shouldn't enable foundations to be placed in FOW now? Also, I think it would be okay to show static actors (bushes, grass, etc.) in the FOW. As it is now they pop into existence when the FOW is lifted and it looks slightly jarring. Any thoughts?
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It's great to see the dust implemented. I think the dust particles should look a bit more diffuse though, and bigger? I don't have time to play around with it though, but you guys seem to be doing a bang-up job.
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Atlas needs adjusted so we can see these effects when we place them. Or maybe I'm not doing it right.
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Hehe, added smoke to the projectile rock too. Looks sweet. I can't wait to run with this later this week and see what I can come up with and what everyone else comes up with.