Mythos_Ruler
WFG Retired-
Posts
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Everything posted by Mythos_Ruler
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It would be a simple thing to just give the Gauls a new longhouse instead of the huts. There was tons of discussion about it, actually. One of the reasons of splitting them up was we could make them more unique from the beginning (technologies, units, some buildings), instead of waiting until City Phase to introduce their differences.
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Agreed completely here. I personally feel the traders were nerfed way too much.
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I think some of the best looking shore waves come from Age of Empires 3:
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I also have some wave textures in the game you can try.
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===[COMMITTED]=== Updating the Greek Structures
Mythos_Ruler replied to Gen.Kenobi's topic in Completed Art Tasks
The difference is that the door is now facing to the "front" where units will emerge when trained. -
Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
Some kind of auto-generation would be nice, with the option to override it with a custom image. -
===[COMMITTED]=== Updating the Greek Structures
Mythos_Ruler replied to Gen.Kenobi's topic in Completed Art Tasks
A simple mirror command would work. -
===[COMMITTED]=== Updating the Greek Structures
Mythos_Ruler replied to Gen.Kenobi's topic in Completed Art Tasks
Can you flip it left to right (to put the door in the "front")? Also, use player color shields to give extra player color. -
Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
I'll need a proper example, then I'll be good to go.400x300 for the images then? EDIT: Got it working. Might not be able to do them all before work, but I'll get some done and commit. EDIT 2: One request for the map drop down list: When I select a map, then go to the drop list again, I think the list should start at the selected map, instead of starting over again at the top. It's a usability thing. -
Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
I can do them. Will the scenario XML files themselves need updating to call the right image? -
Sounds like the basis for nice Trac ticket to me!
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Art worker, C++ Programmer, 3D designer
Mythos_Ruler replied to WeeveFerrelaine's topic in Applications and Contributions
The game can also read PNG format (preferred for development) with alpha. The game converts the PNGs to DDS at runtime. -
Building placement, damage and garrison
Mythos_Ruler replied to System Error Message's topic in Help & Feedback
No snapping to a hard grid, please. Snapping to each other would be enough. -
I'm willing to spend the hour it will take to adjust the scenarios. That's not a big deal.
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If it doesn't break anything, and it's configurable, then I don't see why it can't go in, asap.
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Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
zoot and luziferius are correct. Agreed to the above. -
Building placement, damage and garrison
Mythos_Ruler replied to System Error Message's topic in Help & Feedback
If capturing becomes implemented, it might be an easy thing to place Gaia "mercenary" buildings on the map for the players to capture and train mercs. -
I really dig the depth effects, how the coral drops off into blackness.
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Previewing a map in the game setup screen.
Mythos_Ruler replied to Spahbod's topic in Game Development & Technical Discussion
"Stretch" you mean? There's no reason why what I'm proposing can't work. The GUI code can handle taking a range of pixels from an image. And displaying an image in its native resolution would look better than stretching, then re-shrinking it. But here, let's see what your idea looks like first. Yeah, again, I think there should be a "Take Preview Screenshot" option in Atlas that does all this for the designer. -
Building placement, damage and garrison
Mythos_Ruler replied to System Error Message's topic in Help & Feedback
Something like AOE3 would be good.... free placement, without a hard "grid", but buildings "snap" together when being placed close enough.
