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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. 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.
  2. Agreed completely here. I personally feel the traders were nerfed way too much.
  3. I think some of the best looking shore waves come from Age of Empires 3:
  4. I also have some wave textures in the game you can try.
  5. The difference is that the door is now facing to the "front" where units will emerge when trained.
  6. Some kind of auto-generation would be nice, with the option to override it with a custom image.
  7. Can you flip it left to right (to put the door in the "front")? Also, use player color shields to give extra player color.
  8. 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.
  9. I can do them. Will the scenario XML files themselves need updating to call the right image?
  10. These shots don't look as nice as before. The colors look blown out. Perhaps too much overbrightness and too bright of a sun color is the problem (not the HDR).
  11. Sounds like the basis for nice Trac ticket to me!
  12. I don't like all the swaying... wind isn't like that, it comes in bursts. The swaying in that game looks like everything is underwater, so we should stay away from that. Though, that brings up the possibility of swaying underwater kelp for 0 A.D.
  13. The game can also read PNG format (preferred for development) with alpha. The game converts the PNGs to DDS at runtime.
  14. No snapping to a hard grid, please. Snapping to each other would be enough.
  15. I'm willing to spend the hour it will take to adjust the scenarios. That's not a big deal.
  16. If it doesn't break anything, and it's configurable, then I don't see why it can't go in, asap.
  17. This would solve an issue we've had for years and years--how to make farms look nice while conforming to the terrain grid. The current farms are not ideal, since they're just a flat decal. Adding that "grass" effect, while conforming to terrain, would pretty much look awesome.
  18. 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.
  19. This grass effect. If it's too slow for terrain, what about applying it to a farm field decal and use the feature for nice-looking 3-D farms that conform to the terrain grid?
  20. I really dig the depth effects, how the coral drops off into blackness.
  21. "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.
  22. Something like AOE3 would be good.... free placement, without a hard "grid", but buildings "snap" together when being placed close enough.
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