Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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The screenshot looks like the game is not being run with Anti-aliasing turned on. Do you have anti-aliasing turned on or off?
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Don't look all that "jagged" to me. Only real solution would be to increase the texture resolution.
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Yeah, yours is better in that regard. -
New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Pretty much this But with Kieran's civ logo ribbon under the player name. Let's make sure to get those graphical stat bars from the first one. -
So now for something completely different (scenario)
Mythos_Ruler replied to eduh's topic in Scenario Design/Map making
I like the land forms. Keep up the good work. -
New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
One tweak I would like to see is the Hack, Pierce, and Crush values aligning vertically. Otherwise, I am okay with this layout. -
New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
That's kind of what I've been thinking, but I think the player should have to do this in a separate screen. I could see accidental problems arising with allowing this in-game -
New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
1. I don't like the color band around the portrait. It's overkill since we have the color band behind the player name (which looks very nice). 2. I'd say let's stick with the unified center version for now, then perhaps we can do more to make them into their own panels that can be moved wherever the player wishes (in UI setup screen). Or, the center version can have an option to be placed into the left corner. They look exactly the same, but just centered or left-justified. Then all we need is to make a version that goes into the right corner or is right-justified. It would be slightly different, as the minimap will need swapped over into the corner, but the overall layout would be the same. -
Let's wrangle this back to a discussion of videos.
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Sometime we really should redesign all of the menus and various windows with an eye on consistency. Pureon with his graphical skills would be a big asset here. -
Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Right, seems a simple thing to make just the females garrison due to a town bell, while the men remain outside to fight back. It's easy enough to do, once a decision is made on what should occur when the bell is rung.
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This is all true, but in a real battle actual "accuracy" with a bow meant very little. Battles usually began with some long-distance archer volleys and then the melee units slug it out to decide things.
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
There will be. And 'Loyalty' too, for Structures and Female Citizens. (since neither Structures nor Female Citizens have Stamina, it is replaced by the Loyalty bar). -
New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
There's plenty of room for the attack/armour icon. -
Logistics and attrition warfare
Mythos_Ruler replied to The Crooked Philosopher's topic in General Discussion
Here is an idea. How about drawing a supply line on the terrain just like you would draw out a set of walls, except in this case the "towers" are supply depots and the "walls" are dotted lines (that show up when you select a depot). The lines would be much longer than the longest wall, of course. You would drag these from your Civic Centre out into the map into neutral and enemy territory. Units within vision range of a depot does not suffer attrition or each depot has a supply aura. You can disrupt an enemy supply line by destroying a depot along the way. Supply lines would cost Food, simulating that the most important supply of all is Food and water. Anyway, not saying we should add this, but it's an idea nonetheless. -
I agree, but perhaps include the Mayans as an add-on or "official mod."
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New GUI: Design & Features Discussion
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Just to interject, I think we need fewer comments, and more people willing to illustrate what they want. Pencil to paper is just fine, but some Photoshop work is better. -
Mayans would be cool to add, but not as one of the Part II list of 10 civs. The Romans encountered every single faction on my list, so throwing the Mayans in there wouldn't make sense.... the Mayans didn't encounter any of the factions in my list, so they would be way more random than the Mauryans (who encountered the Greeks and Persians).
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SourceForge interview with contributors to 0 A.D.
Mythos_Ruler replied to Jeru's topic in Announcements / News
And Moddb. -
Problem is, we probably won't have the Indian faction done in time for Alpha 11.