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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Hmm... Do we want to telegraph such information to other players? My original GUI mockup had your city phase listed in the top ribbon. I think double lines could work though for the no-rush game option.
  2. Yeah, I thought that was what you guys originally said the Yoddha should wield.
  3. The Maiden Guards can be primarily archers who can switch to long sword (to give us that Indian long sword we're losing by making the Yoddha an axman).
  4. I'd rather just the rubble disappear when another building is placed over it. No mining (you already get loot, as Ben indicated).
  5. * cued=queued. Nice update though! I agree, the Gardens look fantastic. Our first official "wonder" modeled specifically to be a wonder. Stonehenge was modeled a long time ago, but it was originally meant to be the Celtic temple.
  6. Another thing. Can you guys go through the civ profile and help fill in some missing things? Specifically the "history" entries, but some of the other holes in the profile too. http://trac.wildfiregames.com/wiki/Civ%3A_Mauryans
  7. Created and committed a 3x3 rubble mesh and actor and decals. Place and destroy a Greek house to see in action.
  8. Fair enough. Hmm, could this be used to simulate the "militia" behavior seen when Poseidon's buildings are destroyed in Age of Mythology? If you've never played, when a Greek Poseidon player's buildings were destroyed, a number of militiamen were left in the rubble and were controllable by the player. 1 or 2 for houses. 3 or 4 for barracks and so forth. This was one of Poseidon's major faction bonuses. I suppose then a new element would need to be introduced for this to happen to indicate the number of SpawnEntityOnDeath entities.
  9. I don't have an issue with making it an ax-wielding unit. Would the unit still be named "Yoddha"? Then would the Maiden Guard be sword-armed or archery-based?
  10. Their units would be Hellenized, but the buildings would be mostly what we think of as classically Egyptian.
  11. A big 'No' to customized rubble actors for every single building. The rubble actor only exists for 10 seconds, then sinks. There is absolutely no need for a customized rubble mesh if it only lasts for a few seconds. Best to do it like what is planned for scaffolding or how we did foundations--a mesh and actor for every footprint size. Simple;effective;works. Thanks for doing this, Ben. Good work, m8. EDIT: I looked at the entity code and I think the way this was implemented is pretty crazy. I know Philip thought it best to use new entities with their own decay properties and such, but the element is named SpawnEntityOnDeath? Really? lol. This was all implemented very strangely. I suppose it doesn't matter, as long as it works, but the terminology doesn't seem to fit the ongoing convention.
  12. It would shrink the map description area to the same height as the chat area... And it makes sense to group them anyway.
  13. There could be room in the middle if Match Type, Map Filter, and Select map were moved to underneath the map preview image.
  14. A few things. The Anno screenshot has a ton of post-processing that isn't in the 0 A.D. shot. That's #1. And #2, the Anno screenshot is not actually isometric, it's just zoomed out really far. Though, I am sure the field of view in Anno is a little tighter than 0 A.D.'s 45 degrees.
  15. Yeah, vines and moss would look nice, as well as mold and mildew at the bottom edges near the ground.
  16. Not bad. I think the roof should face the same way as the door though. That would be my preference. I also think the white-wash walls could have some more detail in the textures. Not so clean. These buildings exist in a tropical environment after all.
  17. The Temple of Jupiter Optimus Maximus was actually the most lavishly adorned temple of its time. Sounds pretty special to me. There really is nothing else in Republican Roman times that compares, except the aqueducts, but those would make for strange "Wonders."
  18. I think the four-cornered roofs on the four corners and on the defense tower look the least realistic. A big barrel roof is not that difficult to build. Maybe that part can be scaled down a little bit.
  19. Hmm, on the fortress I'd rather not have the roofs over the "towers." I don't think the towers in the reference image have roofs like that. I like the idea of a ring of "balconies" though. And I like the big barrel roof in the middle. Also, the defense tower I'd like a roof more like the current placeholder tower (more like the gate towers shown in the reference).
  20. Terrain flattening works just fine in AOE3 or AOM.
  21. Now all we need is buildings flattening terrain when being constructed.
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