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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. We tend to try to give tribal or national identities to most units when we can, to add flavor. For instance, the Persian female citizen translates to "Mesopotamian Woman." Obviously the Persian Empire held more area than just Mesopotamia, but they also recruited skirmisher cavalry from more than just Media, but we still call them Median Cavalry.
  2. Ones I am getting: ERROR: JavaScript error: simulation/ai/aegis/queue.js line 53 TypeError: this.queue[1].isGo is not a function ([object Object])@simulation/ai/aegis/queue.js:53 ([object Object])@simulation/ai/aegis/queue-manager.js:364 ([object Object])@simulation/ai/aegis/aegis.js:184 ([object Object],1,[object Object])@simulation/ai/common-api/baseAI.js:81 And ERROR: JavaScript error: simulation/ai/aegis/queue-manager.js line 127 TypeError: elem.getCost is not a function ([object Object])@simulation/ai/aegis/queue-manager.js:127 ([object Object])@simulation/ai/aegis/headquarters.js:462 ([object Object])@simulation/ai/aegis/base-manager.js:747 ((function (ent) {"use strict";if (ent.position() === undefined) {return;}if (ent.hasClass("Worker")) {var types = gameState.ai.HQ.pickMostNeededResources(gameState);ent.setMetadata(PlayerID, "subrole", "gatherer");ent.setMetadata(PlayerID, "gather-type", types[0]);if (gameState.turnCache["gathererAssignementCache-" + types[0]]) {gameState.turnCache["gathererAssignementCache-" + types[0]]++;} else {gameState.turnCache["gathererAssignementCache-" + types[0]] = 1;}if (self.willGather[types[0]] !== 1) {gameState.ai.HQ.switchWorkerBase(gameState, ent, types[0]);}} else {ent.setMetadata(PlayerID, "subrole", "hunter");}}))@simulation/ai/common-api/entitycollection.js:163 ([object Object])@simulation/ai/aegis/base-manager.js:7...
  3. Or just reduce the max number of units per field from 5 to 3, which accomplishes (relatively) the same thing with little effort.
  4. Fantastic track from Metric, about the economic collapse.
  5. The point is the player is encouraged to plant his farms away from the core of his base, instead of snuggled right up to the Civic Center. I like encouragement a lot better than hard limits. Sometimes hard limits are unavoidable, but in most other cases "encouragement" is a lot better. About their obstruction, I really don't feel their large size is an issue at all. I think though their obstructions could ignore certain numbers of trees to make them easier to plant. But the farmland concept gives ample room for farms, so implementing it would make the obstruction "problem" somewhat moot. Keeping the field size large also makes it more difficult to plant a bunch of them in your base, which is something we want to discourage anyway. Let us ignore ideas like "multiple types of fields" and things like this. They add nothing to gameplay except just another slow source of food, a niche already taken up by the current farm fields.
  6. I think the problem with these portraits is one of contrast. Either the background should be light and the subject dark, or the subject light and the background dark. Right now, the backgrounds and the subjects are all within the same range of brightness and contrast and saturation. Muddles the portrait and makes some of them useless at lower resolution (as what would be a UI button). Also, the colors and saturation are completely out of range when compared to the rest of the UI and things like tech buttons and building buttons. Most importantly, the UI needs a consistent artistic direction and right now we are not achieving that.
  7. This is what I want. It's been up on Trac nearly 2 years. All the other ideas out there don't really address some of the core concerns, while this ticket does. http://trac.wildfiregames.com/ticket/1318 EDIT: In fact, some of the maps already have farmland terrain on them.
  8. I highly recommend importing some helmet meshes from the game and checking them out, especially ones that are similar in shape to the one you are attempting.
  9. Thing is... These siege walls are a City Phase structure. You should have had enough scouting and vision of the map to see him actually doing this and move to stop him. Did you not try to stop him? Why did you let him do this to you?
  10. What about making the statues bronze, like the Bull statue on the Iberian monument?
  11. This is not a fair comparison at all. The goblets you show here were not of the quality owned by a vast majority of people in those cultures. The vast majority probably drank out of wooden bowls or cups and even then only possessed 1 or 2 of them. The vast majority probably had 1 wooden plate and ate off that 1 plate for every meal, day-in, day-out. The items you show us here were possessions of very rich people.
  12. http://www.youtube.com/watch?v=tRl0XqunV7g
  13. http://www.youtube.com/watch?v=88yfWt9e5pA
  14. I'd scale up the cart. Compare it to a cart already in the game. Compare the scale of this building with something like the Roman farmstead. As long as it's no bigger than the Roman Farmstead, which is the biggest one in the game I believe, then the scale is probably fine.
  15. Probably shorten up the main section a bit.
  16. Yep. The late Romans started to revert back to "shield wall" style tactics.
  17. You could actually make individual slats for the wooden part of the roof. 10 triangles per slat or beam ( a box minus the one end sticking into the building) is pretty cheap.
  18. I like the direction. I also like how the 1st Mauryan one sounds like it has cheering. I know it's not cheering, but it sounds like it. I think we need to add more cheering and epic things like that to our sounds. And upgrading your settlement is a big milestone in the progress of a match. So is victory. For simplicity's sake, there should probably just be 1 sound for all the civs, unless a programmer wants to create an alternative method of choosing sfx for techs. Perhaps with a "civ" tag, consistent with other parts of the code, including with the specificName line in tech json files. If that can easily be done, then a different sound for each civ would be wonderful. The beginning with the drums brings a consistency to each sound that it should not take that much to understand what it means from civ to civ. Rise&Fall:Civilizations At War had a similar thing. Perhaps work with Omri (the music producer) in incorporating some instrumentation that he uses for each civ. Lastly, if we're going to extend tech sounds to include "civ" specific sounds, then we should go ahead and extend it further to perhaps add a pauseMusic: "true" element or tag to it too, so that the music is paused while the phase tech sound is played. We want to drive it home that you are progressing your settlement.
  19. If I had time I would write a real Strategy Guide in classic book form (PDF of course).
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