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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Very nice. Entertaining commentary. Thanks, m8!
  2. I could see doing this if what's available as the Roman "house" is just replaced upon Phasing up. e.g., in Village Phase, you can build the Domus, then in Town Phase the option to build the Domus is replaced with Insulae, then in City Phase the option to build an Insulae is replaced by Villas. Dunno.Though, I'd rather just do it in a simplified way and just have Insulae become available in City Phase.
  3. No it isn't. It's a test animation done by Emjer using motion capture hardware and software.
  4. Isn't the host the only one that sees the map selection screen? So, then, you don't want a map preview or what? I think shoving everything into one 1024x768 space makes it ugly and unusable.
  5. I think this has been implemented in other games. Check out Red Alert 3 here: It looks pretty darn good, and convincing. My one criticism about the water in Red Alert 3 is that the "scale" looks a bit off, like it's pool water instead of ocean water, and the boats are little toy boats in your backyard pool. It's the size and speed of the waves, I think. I'm not sure if this is a limitation of the technique or an aesthetic choice by the developers. Probably the latter.I think the waves created by passing boats should be more subtle and slower (to indicate scale) and may have intentionally been made more "dramatic" by the devs.
  6. I actually like this. The Britons and Gauls (or perhaps just the Gauls, for differentiation) gain access to longhouses in the City Phase, with double the pop bonus (like the standard Greek houses). Perhaps then the same thing can be done for the Romans and allow them to build "Insulae" (apartment buildings/tenements) in City Phase.
  7. I think it should show the player setups to the host, but can't be edited until the map is selected and the host goes back to the game setup screen.
  8. Oh! Excellent suggestion, then. I'll add it for Temperate and Steppe biomes.EDIT: Looks like the list settling on 52 total animals. WFG will need lots of help to model, texture, and animate them all! https://docs.google.com/spreadsheet/pub?key=0AgXkx2Fjag5hdHZDV08zeVpqQ3ZKVDBYekV5UTJ4eVE&output=html
  9. I get that you don't like the round huts (even though they did use round huts in reality, but used blockhouses and tenements in the bigger settlements)... but what exactly about the Market and Civ Centre do you object to?
  10. Celts were good warriors, no doubt. However, once everyone else started using chainmail and long shields, how much more "advanced" were the Celts then? Remember, our game takes place between 500 BC and 1 BC.
  11. Nah, it works fine. Most of the work is done. Just some tweaks needed.
  12. First, does WFG really have a "rating goal"? Is the game going to be submitted to a ratings board? Secondly, I doubt the difference between heads or skulls would sway the rating significantly.
  13. Giraffes were accidentally left off the list. I'll add them. We won't do any American animals (bison, llamas, muskox) or Australian animals.
  14. A few suggestions/requests. I think the map selection screen should show the player setups for scenarios to the host. Secondly, I don't think you should be able to launch the game from the map selection screen. I accidentally did this thinking it would take me back to the game setup screen.
  15. I don't think the game will need "kangaroos." I think the list is pretty close to complete for now. we could probably take a couple more suggestions, as long as they are essential to the biome. For the current complete list, please see the first post.
  16. Though the Celts did not build them, the Celts could have a henge of some sort.
  17. Well, he said "barbarians" in the North, which could be Germanians, who even the Celts thought were "barbarians." Celts were certainly sophisticated, but they still exemplified the "noble barbarian" ideal from the Greco-Roman perspective.
  18. Let's hope R2TW is more like some of the good mods and less like vanilla RTW.
  19. "Update the buildings, guise...lol..." doesn't really help the team out. Do you have any references for the modelers? I'm not sure what's bad with the Market and Civ Centres.
  20. Bon jour, Yodaspirine! I have added your wonderful maps to the game's repository! I hope you don't mind, but I renamed them slightly in order to match up with the current naming scheme.
  21. Tilt shift would be excellent for a possible "Campaign map" style single player game. See:
  22. Skulls would actually be kind of cooler.
  23. Agreed. With shorelines and terrain that detailed, it seems like it should be placed on the largest map size available. Perhaps the importer can size the map based on the resolution of the height map.
  24. I'm afraid not, unless you want to try the 15 year old Shogun:Total War or maybe the first Medieval:Total War.
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