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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Maybe a different icon? Like a grain icon+the generic food icon or a small generic food icon in the corner of a grain icon.The food.grain dropsite thing was a compromise idea because some of the multiplayer core group were lukewarm about the farmland idea. I kind of prefer the farmland thing, myself, since it pushes farming away from the Civic Center, makes raiding farms a viable tactic, encourages exploration (to find the farmland), is something else for the players to fight over, and encourages hunting and gathering in the early game.
  2. Some stuff I'm working on for Alpha 14 already (since Alpha 13 is so close and is in commit freeze). I'm starting to add more spec and normal maps again for terrains. Here you can see a mix of fancy normal/spec'd terrains and non-fancy terrains. I also made Phase 2 (Town) upgrade cost 1000 food and 1000 wood. This is to make Village Phase last longer and encourage different build orders and experimentation on different strategies in the early game. I tried this after some discussion on the IRC channel with some members of the core multiplayer group and so far, I think it works well. Just need to adjust berry gathering rates and some other things. We're also talking about removing the ability to drop off food.grain at the Civic Center, making the Farmstead more integral to farming. This would also help get rid of the ugly (and unrealistic) "plop a bunch of farms around your town center" technique and push farming a little ways out from the middle of the base. An additional idea is to make farms only available after a Farmstead is constructed. Basically, building a Farmstead "unlocks" farm fields for planting. It's just talk for now.
  3. There's also an "upgrade complete" alarm there too (alarmupgradearmory_1). Definitely need that implemented.
  4. So, does the unit list in the first post look good? Also, I was thinking the unit names could be Greek, while the building names would be Egyptian.
  5. Layers are good. Thou shalt use layers, so sayeth the Mythos.
  6. There are (were) apparently different species/sub-species of mammoth.
  7. I've had some thoughts on porting 0 A.D. to Android, console, tablets, etc. Though, I don't think we can give you direct support until the current version of the game is complete, which is the primary focus of the development team.
  8. You are incorrect in a way you wouldn't expect. Carthage used North African Forest Elephants, which are a smaller sub-species of the African Bush Elephant and are now extinct. Asian/Indian elephants were indeed bigger than the NAF Elephant, about halfway between the NAF Elephant and African Bush Elephant in size.The NAF Elephant would have been about the size of the right elephant in this chart, while the Asian Elephant is slightly bigger than the mammoth in this chart:
  9. I'd hate to tell you, but most of the shields should be held by the hand, not strapped to the forearm. The only shield where it should be strapped to the arms would be the pikeman shield, the hoplite shield, and archer shield. Everyone else's shield would be held by the hand with a center grip. Most shields with a center boss would be held with a center grip by the hand.
  10. Looking good so far. I think his hand needs to be tilted to the right a bit to make the angle of the javelin look natural.
  11. Well, it's the Elite rank of the unit that gets chain mail... a mercenary that has survived long enough to achieve such rank would have enough denarii for get him some decent armor, or pick it off a fresh Roman corpse!
  12. I'd turn the shield towards us even more. We could stand to see more of the shield face. Also, they are wearing chain mail, which isn't silly, since the Celts (who the Iberians are related to) invented it even before the timeframe of the game.
  13. Dunno. I think his left arm doesn't seem to be at the right angle to hold the shield.Maybe if the shield was turned more toward the 'camera.'
  14. 1000 tris for the cart would be good. Remember, there still needs to be "goods" to go into that cart, which will cost more tris (plus the dude, plus 2 cattle). What about doing solid wheels?
  15. Both. There is a thread somewhere on this issue.
  16. Some random maps still seed the chickens to inside the Civ Centre obstruction zone. This definitely needs fixed.
  17. Yep. And now because of incompatibility with newer modeling programs, the old dude meshes can't be edited and fixed.
  18. I'd personally like to see more "historically accurate pathfinding" in regards to formations. Specifically, how units move while in formation and how they get into and out of formation under different circumstances. For instance, when you have 30 hoplites in a standard "line" or "box" formation, and then you change them to "Phalanx" formation, they would move into place naturally and by rank and file. Also, when moving a large number of units over a long distance, they would group together by type and formation, then form into a column, then move out to the destination (with a speed bonus and armor debonus). The column would "snake" around the different way points (rather than the current behavior where the 'wheel' around unnaturally). Once near the destination they would break up into their proper formations and form up into a proper battle line automatically (pikes in front, archers behind, cavalry on the wings, skirmishers and swordsmen the "hinges" between the cavalry and pikes, elephants spaced out in front, etc. This could be customized depending on the civ, for instance, Rome's "battle line" would arrange somewhat different). Things like that. Different units would have different amounts of "professionalism" meaning they would be more or less organized. E.g., Spartiates would have a high amount of professionalism, so they stand in nice, neat straight lines, while their Helot skirmishers would have a low amount of professionalism and would stand in messy disorganized lines. First, though, the formations need gone through and reduced in number, IMHO, and their behavior and stats finally decided so things like the above can be properly tested.
  19. Hmm, does it use some of our tree meshes? Maybe the date palm and pines?
  20. Ideal places for player color: The yoke of the oxen and the driver prop dude (who isn't shown in any of the screens in the thread so far).
  21. Now that is closer to what we need! Lots of good detail not hidden by shadows. A few things: I think the shaft of the spear could use some stronger highlights to make it stand out from the black horse. Speaking of the horse, perhaps it could be brown instead of black to help it stand out from the background.
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