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Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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^"Mythos sounds like a boring cubicle worker lol, I thought he would sound awesomer than that" LOL
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My first narrated video here:
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The comparison is not apt. UnitAI is basic gameplay. Ambient sound fx are ambiance.
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===[TASK]=== Ptolemaic shields and unit props
Mythos_Ruler replied to Enrique's topic in Official tasks
Very very nice! -
On those types of maps, the players truly don't care about pretty ambient sound effects, so it would make sense for the designer to want to leave them out (not place any emitters). A map like that isn't designed for realism at all.
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The problem is likely with the elephant dropsite. The AI's units get stuck around the elephant trying to drop off their resources, whereas there isn't a problem like this against human players. If it happens again, open the Development Console (ctrl-D), reveal the map, set to control all units, then find where the AI's units are bottlenecked and either delete the elephant or move the units out of the way. Once the game's lag goes back to normal you can turn everything back off in the dev console and resume play.
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Using emitters is just way simpler, conceptually, in my mind. As a map designer, I've always wanted to use ambient sound emitters in my maps. I've never wanted terrain textures to do that for me though.
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Right now, projectile hit detection is using the <Footprint> size of the unit. This is bad, especially if we want to add special fancy selection overlays to specific units (thinking hero auras) and buildings that are larger in size than the unit or building. For a perfect example of this, see the Spartan hero "Leonidas." Every projectile registers a "hit" on him because he has a mock up fancy selection ring on him. And right now selection rings use the <Footprint> tag to determine their size. Projectiles should use the target's <Obstruction> size instead or some other solution should be sought. But whatever the solution, the projectiles should not be using the size of the target's selection ring (<Footprint>)to determine whether it's a hit or not.
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The average map designer spends hours and hours on their maps. Trust me, they think of everything.
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===[TASK]=== Ptolemaic shields and unit props
Mythos_Ruler replied to Enrique's topic in Official tasks
Not too fancy at all. Looks nice! The blue could be player color and go on the side of their war elephant tower. -
An emitter gives more control to the designer, imho. What if I don't want a bunch of windy ambient noise on a part of my desert map?
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Yes! Ambient sounds are a must. Localized as well. I suggest that in addition to some buildings having ambient sound, and some animals, we can have little ambient emitter entities place-able in Atlas, but invisible in-game. Just little white boxes (what they look like isn't really important, but perhaps they can look slightly different for different types of sounds). For "windy" sounds, like in a desert or something, we could place some of these sound emitters around the map in desolated places. Definitely. Like in Rise&Fall: Civilizations At War. There were sound events for when your hero was trained, badly damaged, and killed. Also, the UI hero medallion should flash white when he is under attack and flash red when he is badly damaged. Yes. As long as the features are implemented, the sound and art departments can work on making them more ideal, even if the placeholders are not ideal initially. The important thing is to get the feature implemented first. The feature gets implemented, and then people get annoyed that the sounds are not ideal so want to work on them. Oh man, yes please. Maybe something subtle, but distinct, yeah. The game also needs more chat notifications, like... The game should not only have sounds for these, but tell you explicitly that they have happened. "Ang!" -- something like this.
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I would say yes to neutral players, no to enemies. And the tooltip should indeed disappear for markets/docks you can't trade with, or at least say something different.
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Also need...Clicks for pressing UI buttons. "Technology complete" sound effect. Probably a special sound effect when a Phase is complete. Special sound effect for the training of a hero. Special sound effect for the completion of a Wonder. Anything else?
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===[TASK]=== Ptolemaic shields and unit props
Mythos_Ruler replied to Enrique's topic in Official tasks
Yeah, I've never seen their shields using "bolts" along the rim like that. For the backs, just reuse the existing shield back textures: public\art extures\skins\props\shield\... hele_aspis_back_black hele_aspis_back_silver hele_round_back mace_round_back mace_round_back_a mace_round_back_b (I attach some here for example) As for designs, mostly "Hellenistic" shield patterns, with stars, crescent moon shapes arrayed in a circle pattern, and of course the Ptolemaic eagle. The Galatian swordsmen can use the standard Celtic shield patterns. The Nubian archers probably don't get any shields at all (though, we could probably give them a cheap "Nubian Spearman" mercenary at the Civ Centre, like the Egyptians get in 'Age of Mythology'?). Both the Ptolemies and Seleucids will use these patterns here (except pattern 'o' which is exclusively Seleucid, the anchor being the Seleucid emblem): Some more "successor" or "Hellenistic" shield patterns. -
Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
Mythos_Ruler replied to Mythos_Ruler's topic in Official tasks
Someone should probably make a couple different vectors of the eagle, that way it can be used in multiple contexts--banners, civ emblem, shields, etc. -
http://www.youtube.com/watch?v=32Wqe1IEij4
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
Mythos_Ruler replied to Mythos_Ruler's topic in Official tasks
The smaller one should probably be slightly bigger for a mature NAF elephant, but yeah, the size difference was pretty noticeable. -
===[COMMITTED]=== Blacksmith Buildings
Mythos_Ruler replied to Mythos_Ruler's topic in Completed Art Tasks
Other references: -
Each culture will need a new blacksmith building designed and modeled. We can come up with our own designs, but here are the Age of Kings blacksmith and Age of Mythology armory for reference: Greeks (Athenians, Macedonians, Spartans, and possibly others) Celts (Britons, Gauls, possibly others) Carthaginians (may or may not be buildable in-game, but would be good to have one modeled in case we want to give it to them) Iberians (might use the current 'barracks' as their blacksmith and design a new barracks for them instead) Mauryans Persians (may or may not be buildable in-game, but would be good to have one modeled in case we want to give it to them) Ptolemaic Egyptians Romans
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Alpha 14 Planning
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
If we just include the stat mod for now, can it be included in the comprehensive solution later? Meaning, if we include the stats mod now, it's not ideal yet, but it's also not a hack per se, it'll still be used once the real solution is implemented. We could just add something like "New movement tech support: Currently not ideal, units must become stationary at least once before their speed stat is updated." Something like that to release notes. -
This would actually make for a nice game-type or skirmish.
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
An amazing scene from season 3 Game of Thrones. Such wonderful music. -
Romans sneaking through gap between wall and cliff
Mythos_Ruler replied to McAllisterw's topic in General Discussion
Sounds like what they did with Age of Mythology. Just had multiple versions of each wall segment, each at different angles. Personally, I'd want something even more dynamic--something that would follow the contour of the terrain exactly, like so: Would need to implement a way to dynamically skew the collada meshes along the vertical axis. This could be useful for implementing realistic farm fields as well.