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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. But you also need that stone to phase up to level III. Balances out, in my mind.
  2. Only graphical improvements I see is the water rendering. Anything else?
  3. It's crucial to use the "Paste as plain text" option and not the simple "Paste" option. The Paste option will create a hyperlink, while the Paste as plain text option will not create a hyperlink and the forum software will correctly parse the url as a media/Youtube link.
  4. Looks good. Make sure to do some spec maps for his skin and bald head. Would enhance the look.
  5. I'd throw in the WFG logo for now, then work on a cinematic later.
  6. Just paste the YouTube link (in Chrome it's 'Paste as plain text').
  7. Gotcha. But all the talk of saris isn't really accurate with any reference we have.
  8. The game could at least have the game's logo come up and dissolve away before the menu launches. Edit: Found it.
  9. Almost every reference we have for Mauryan women shows them so naked as to only be wearing jewelry and turbans. The skirts and brassieres were added for modesty. Adding saris and longer skirts doesn't match up with the references at all.
  10. Definitely. Maybe get Omri on it. He could give us a nice trumpet or horn signal.
  11. Not a fair comparison. Must view in full resolution.
  12. IIRC, those are Hellenistic Spartan pikemen. Those are there for eye candy, IIRC.
  13. Thats a really low number of "playable" factions given the massive scope of the game.
  14. It's sad that there isn't much out there these days for historical strategy fans. The only other big RTS release I've been looking forward to is Rome 2: Total War.
  15. I like how it is presented here. Perhaps then, we present the armour techs under the terminology of "levels"? So, even though the game is using percentages, it is presented to the player as:Pierce Armor Level 1 (10%) Pierce Armor Level 2 (19%) etc. I could definitely support something like this. My main concern was how the exponential system would be presented to the player, and presenting it something like above would pretty much solve everything for me.
  16. I can see how it is more "elegant," but I am having trouble believing that it's something players will readily understand.
  17. Right. She probably needs a narrower nose or something. Keep up the good work though!
  18. Still not getting how exponential armour is different than just straight percentage armour. I understand it's something that would prevent a unit from upgrading past 100% armour, other than that, I'm lost.
  19. Those look great. I wonder how difficult it would be to add actor swapping to the game, specifically for technologies. I could imagine their walls starting out rather weak (maybe 50% weaker than other stone walls), but then improving greatly with some kind of "stone foundations" tech, and the wall actors get swapped with the "half stone". Aesthetically, I like the "galleries" atop the walls. Makes them look much different from other city walls seen from other civs.
  20. You should also look at their units in-game so the helmets and other details you choose roughly match them in-game.
  21. As a player, I'd want the minimap to tell me a small set of very specific things:Where resources are. Specifically, stone mines and metal mines. Trees and animals are very low priority, as far as the minimap goes, since they are generally ubiquitous, so trees and animal colors can be very muted for all I care as a player, but mines must stand out. Where units and buildings are. These have to be decisively shown and very distinguishable from other things on the minimap. That's why I like the black outlines in the Starcraft minimap. Pathing obstacles. Some way to distinguish cliffs would be nice. Right now the minimap does not distinguish the pathability of map tiles. A mountain is roughly the same color as the surrounding desert because their texture colors are similar. This should change. What I don't care about is the specific color of the grass terrains or whatever. One flat color should suffice in order to not muddle the presentation. So, perhaps the "average" color of the textures can be used to represent relatively flat passable terrain instead of what's currently being done. Or one average color for all passable terrain from the same biome folder.
  22. ^ Pretty much what I think Chanakya should look like for the game.
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