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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. The tree disbursement is very very nice. I also like the shapes of the shorelines. Terrain texture blending needs a lot of work, but I do like how they fit together thematically. I also like the large "forests." We need more of that. For instance, I can see having 2 players, one on each side of this forest: http://www.wildfireg...&attach_id=6192 Also, make sure to support round maps.
  2. Looking good so far. A few things: I think the eagle could be even bigger so that it's wing tips overlap the edge of the shield (we can make the shield slightly smaller to fit. Also, the outlines are very very dark.
  3. More technologies. In Civic Center, a series of technologies that improve the health of all your units. Each subsequent technology costs increasing amount of resources. Village Phase - Celts and Iberians Clay Aqueducts 50 Food +5 Health to all units. [*]Indoor Plumbing 100 Wood +5 Health to all units. Town Phase - Greeks, Persians, Successors Sewage System 100 Wood, 100 Stone +5 Health to all units. [*]Public Latrines 150 Wood, 150 Stone +5 Health to all units, +1 second train time. City Phase - Romans and Carthaginians Raised Aqueducts 300 Stone +5 Health to all units, +1 second train time. [*]Public Baths 250 Stone, 250 Metal +10 Health to all units, +1 second train time.
  4. Indeed. It could just be "Marching!" as "I will march" was probably phrased that way in order to be translatable in a variety of languages.
  5. The current Roman civ emblem doesn't work with the other civ emblems. Need something better. Maybe something like the RTW2 emblem. I took the RTW2 emblem and spiced it up in Photoshop as an example of what our could look like. Also attached are a few other civ emblems for inspiration.
  6. We're talking about listing the classes in the unit's training tooltip, so any icons can't have their own tooltip within the tooltip.
  7. Ideally, the "Counters" and "Countered by" lines would be pulled dynamically from the templates themselves, rather than hand typed (introducing typos and other problems). Though, it would then take some time to decide how it would be displayed in the tooltip. For instance, if you pull the Counters line from the parent template of the, e.g., Swordsmen, you'd probably get something like this: That's acceptable to me, as long as we are constant across the board. That would come from the <Attack/Bonuses> element of the template. It might be a little more difficult to parse the "Countered by" information. Any idea on that? As far as "Classes" goes, we'll have to decide how "deep" we want to go to display the classes in the tooltip. How many parents deep do we want to go? For a Roman Swordsman, you have these templates and parents: template_entity_full template_unit template_unit_infantry template_unit_infantry_melee template_unit_infantry_melee_swordsman units/rome_infantry_swordsman Each of these add to the classes list for that unit. We could just start the classes from template_unit_infantry in this case.
  8. Yeah, this looks way better. Go with something like this.
  9. Thanks for keeping on top of this, wraitii. Do we have an ETA for 2.69?
  10. It really doesn't fit the rest of Pureon's direction. I am more than willing to let him (Pureon) make whatever graphics he wants in order to create a unified vision of the UI.
  11. Units only "auto-gather" treasures within their vision range, and only then after they are tasked by the player to pick up the first treasure.
  12. Probably just a lighter gray will do. Or go with yellow buttons.
  13. Anyway, about those Britons and Gauls... I think they can share the Barracks, unless a very cool idea surfaces for a new barracks for one of them. So far the Britons barracks concepts are not tickling my fancy.
  14. I think a "Wonder" victory condition would be in addition to the standard "Conquest" condition.
  15. The radio buttons are fine to me. Not sure how else you would do buttons like those. Great job Pureon. Now, to design the rest of the UI. Maybe we can start with a Game Settings page?
  16. Final official tally may end up at 12. Athenians Britons Carthaginians Gauls Iberians Macedonians Mauryans Persians Ptolemies Romans Seleucids Spartans We can always release more as DLC (after we release the final game), such as the Thebans, Samnites, Lusitanians, Scythians, Syracusans, or Galatians. Maybe these can be "mini" factions.
  17. A good plug for 0 A.D. @ Indie Insight. http://www.youtube.com/watch?v=gjXnmKylknQ
  18. I think it looks best down in the corner like this one: It's out of the way and doesn't unbalance the header. I like the gentle shadowing and balance of gray tones. Though, I think the player names could have harder shadows like my tooltip mockup (1px offset, 0px feather). Would help make the names stand out from the oversaturated player colors.Some other ideas: The tribute icons could be bigger so that you click the button "100, 200, 300, etc." shows up over them as you accrue the tribute amount you want to send, then... The tribute would not be sent until a "Send" button is clicked next to the tribute icons. At the bottom we need a series of buttons instead of just "close." They could be: Accept - This accepts all changes to diplomacy, plus sends all unsent accrued tribute, and closes the window. Reset - Resets all changes, including diplomacy and accrued tribute. Does not close the window. Cancel - Replaces "Close" button. Just cancels everything and closes the window. [*]Our button styles will need an update, even if they don't look like the main menu buttons. The brown buttons don't fit at all. We could make black or gray or red or gold buttons or something that look similar to the main menu buttons but fit the new UI direction better. Hell, we could also just update the main menu graphics while we're at it (the layout would be the same, but the graphics would be updated).
  19. Thanks for the positive review. I have to agree, our art design is very warm and pleasant, even if inspired by real ancient architecture. I credit our artists for attempting to stay within a coherent art style and so far they've done a very good job of it.
  20. That has nothing to do with civ balance. That is bad AI, which is a work in progress. To get a sense of proper civ balance you need to play against human players.
  21. We're definitely looking for some good sounds for "building selected" when you click on a building and "building completed" when the building is done constructing, for these buildings: Blacksmith Elephant Stables Cavalry Stables Greek Theater Wonder You could choose from one of those for your test if you'd like.
  22. Hey Dave, thanks for stopping in and updating our page on your site! Take a look here for more info on the factions (there will be 12 when all is said and done!). I just updated it yesterday. http://play0ad.com/game-info/factions/ If you'd like any extra info or insight about the game or its development, don't hesitate to ask!
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