Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. I think it's the carth shield design in the background that clutters it up.
  2. I was thinking maybe crib the look and feel from the Age2 Egyptian buildings from Age of Mythology, at least the aforementioned houses, mills, farmsteads, and corrals, while the other buildings would be grander, like the Age 3 and Age 4 buildings from the Age of Mythology Egyptian set. Not the exact designs, just the general look for reference.
  3. Quite a few cultures used mud brick, but I thought I'd give a little bit of a different dynamic here, at least with the smaller, weaker buildings.
  4. Started the Ptolemaic Egyptian civ profile for the Wiki. Thoughts so far? http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies
  5. It would also be good to include some kind of visual way to show the player that this is happening. Maybe something like this:
  6. Reference for Edfu: http://www.eyelid.co.uk/edfu1.htm
  7. haha, neat. But take into account that the layers need to tile left-right, for multi-monitor and odd resolutions.
  8. I think you should be able to get some of the resourced back when you delete one of your buildings, perhaps related to how much health it has (like, 50% of the resources to build the thing x the % health, something like that). I'm not sure, but something like this may already be in the game. I'll test. EDIT: Tested, does not, but perhaps we should implement something like this.If you mean you should be able to harvest resources from "rubble", then we ruled that out as unnecessary complexity. EDIT: I mean, it's a cool idea and all, and one others have suggested as well, but we have to balance the complexity of the game. We still have yet to implement a lot of other things in the game design that add complexity. But please, don't be afraid to suggest other ideas and take a look at the other "ideas" topics to add your two cents.
  9. I think any DLC we release would be free, but who knows. Regarding the models, we have our own models and prop system, so I don't think Total War models would be compatible with 0 A.D.
  10. http://www.youtube.com/watch?v=v-SpQsJorig Anyone know the language she is speaking?
  11. Thanks for your comments and compliments. To address your points: Formations: These will be getting a big overhaul in the future. Right now, they're just cosmetic. Number of civs: I don't think it will be so hard to balance them. Will just take a lot of playtesting. And of course, we'll listen to the experiences of the fanbase and take their balance suggestions into account. A lot of the civs are very similar, with just a few unique things about them. Battle Micro: Right now I think micro is a big help to the player because effectiveness of a unit comes almost exclusively from its attack bonuses (what it counters and what its countered by). Make sure to check out the tooltips to see what each type of unit is best at.
  12. FOV dictates the viewing angle that you see, not the zoom.
  13. Some good info. Thanks for answering my questions. Looks like it would be plus for us to help maintain our page there. Line 150 in data/config/default.cfg view.fov = 45.0 ; Field of view (degrees), lower is narrow, higher is wide All of the items in default.cfg are editable by creating a new file called "local.cfg" and pasting the relevant lines from default.cfg there. Whatever is in local.cfg will overwrite what's in default.cfg (you should not edit default.cfg, you should make a local.cfg file and edit the lines there). Eventually we'll extend this to be editable via an in-game graphics menu, but right now the local.cfg is the only way of doing it. Another example is enabling the "high quality" graphics (normal maps, bloom, etc.). ; Local Configuration Settings xres = 1920 yres = 1080 ; System settings: waternormals = true waterbinormals = true waterrealdepth = true waterfoam = true watercoastalwaves = true waterrefraction = true waterreflection = true watershadows = true showsky = false postproc = true ; Replace alpha-blending with alpha-testing, for performance experiments forcealphatest = false ; Quality level of shader effects (set to 10 to display effects) materialmgr.quality = 10 ; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true. preferglsl = true ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true ; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning. gentangents = true ; Use smooth LOS interpolation; REQUIRES preferglsl=true. smoothlos = true ^This is my local.cfg
  14. Not a bad blurb! Can I put it into the Spartans house entity as-is? It's good enough for a simple thing like a house, while more complex topics would get longer articles. But since the entity blurbs don't have an attribution system, I would amend your text to "According to Plutarch, Spartan houses were..." Is that acceptable?
  15. Notice that there is a combination of shadow and glow. Maybe experiment a little bit to see what looks good and makes the images pop*.*as an artist I hate this term, but it seems applicable here.
  16. Nope, not spam (at least IMHO). Looks like a cool project. Maybe one of our uber fans can help fill out the wiki page! The page as it is has a good start already. One thing I would note is that Field of View (FOV) should be listed as "hackable," if by "hackable" you mean you can edit a config file. Perhaps a mention of where to find the config files is in order as well.Can you tell us a little bit more about the PCGamingWiki? How long has it been around? How many visitors does it currently get? How visible is it to the gaming community? What is your relationship to the site (are you just a contributor or are you affiliated with the site in some way)?
  17. Perhaps if we implement Farmland, CCs cannot be built on farmland but Farmsteads can. Just a thought. Also, I echo your thoughts that all food sources should be viable source of food, either if the player "specializes" in specific food sources or if the player wants to have a diverse "portfolio" of food income. The diverse method would be ideal as an overall food strategy in a game, while specialization would make sense at different points of the game depending on how much the player scouts, what techs they choose, etc. Also, Farmsteads being garrisonable makes sense. I wouldn't want them to shoot though. Just a weak preference of mine, or perhaps just shoot half the normal arrows.
  18. Indeed. "Population" cap is supposed to be somewhat of a nebulous or general concept for sake of simplicity. We could make it more complex, but you have to have a very good reason for doing so, and then you also have to consider elephants, horses, and all those other units besides just dogs. If you add complexity in one area, you have to add simplicity to another area. Just some general thoughts.I'd rather just balance the War Dog better and be done with it, rather than introducing a new population dynamic just for them.
  19. An important point to always consider when discussing ancient and modern cultures is that all cultures influence others and are influenced by others. You would need to find a very isolated pocket of humanity to find a culture that has not been influenced by another. Cultures are living and breathing animals that adapt to new ideas and surroundings or they die.
  20. This is exactly how I see nomadic civs functioning, e.g. the Huns. This is also another great idea. We can easily try both approaches and see which works better.As for the Scythians, you make a fantastic presentation, Morganiccc. But I think we're starting to reach our limit of civs for Part 1. That's not to say we couldn't make a new Scythians faction in a DLC pack or something. For the Champion "Scythian-Hellenic hoplites", I'd name them Bosporan Hoplites or something like that. Basically, the Scythians' only good melee infantry unit (their citizen-soldier spearmen would basically be cannon fodder, and their axemen, while having high attack, would be relatively low-armored).
  21. I too have had that rolling around in my head for a while, but we already give the "cosmopolitan" civs 10 pop houses to simulate this. I could definitely see giving the Imperial and Eastern Romans in Part 2 an Insula structure or upgrade.
  22. They were produced in limited numbers for inclusion in the collectors edition, but they didn't pass U.S. toy regulations, so they never shipped with the game. Only a few of the developers from Ensemble Studios have them, iirc. IMHO, they would make for an excellent collector's item and could potentially be worth a decent amount of money to a collector.
  23. It will probably be very easy for them to just reuse the Ptolemies texture as-is and then just add new textures when necessary. And btw-- that texture is pretty awesome Enrique. You've really started to hone your craft.
×
×
  • Create New...