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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. A simple "stench" aura would suffice. I already simulate this with elephants by giving a significant (-50%) attack debonus to melee cavalry against elephants (i.e. the cavalry don't fight as well against elephants). I can do the same for camels.
  2. Best thing to do is to play with the game and take a look at the game's code. Check out the Trac tickets, the design document, the technical design document, get a good feel for the underlying architecture of the game and where the game is at currently. Also, take a look at the Development forums and ask questions. You'll have a good idea of what is done and what still needs done, and then you'll have an idea of where you can help based on your skills and (just as important) your interests!
  3. A proper cliffs tool would be nice and helpful, yeah.
  4. Another thing to keep in mind is that cliffs don't have to be realistically tall. Shorter cliffs will stretch the textures less and look nicer.
  5. Tonight I'm going to get some writing done. If I hit my goal of 10 pages (I'm at 3 pages now), then I'll spend all of tomorrow doing 0 A.D. planning and stuff. I'll prioritize thinking about and listing changes and features for new dude and dudette meshes.
  6. In ancient Greek Andros = Man Andreia = Courage, Bravery, Masculinity Welcome to the forum! Can't wait to see what you get up to. Please keep us informed!
  7. Stances are even more obvious than that, now.
  8. I'd do these tests with something much smaller than the 6656 mesh. There's no way the units will even end up close to that number of triangles/vertices. If we redo the body meshes, then I'm thinking the highest they'll go is 1000 triangles. If we keep the old ones and just edit those, then we'll likely only add maybe 100-200 triangles in tweaks, max. Add a few hundred for props and the largest (infantry soldier) dude will clock in at 1500 at the most. Cavalry will likely run around 1500-1600. So, there's really no use in running any more tests with a 6656 triangle mesh. The way I'm leaning is to just edit the existing meshes to give us those additional body types we've been talking about, plus some added geometry here and there (sleeves, a better looking foot, the bottom of tunics, et cetera), giving us a body mesh of maybe 500 triangles, give or take.
  9. Sounds like they both need to use siege equipment more efficiently.
  10. To select actors in Atlas you must Alt-click. This works for banding as well.
  11. Welcome to the forum, shirish. Your avatar is funny/awesome.
  12. You can set rally points onto stationary resources, but not animals. Setting rally points onto animals might be a minor useful thing to add in the future.
  13. See: http://www.wildfiregames.com/forum/index.php?showtopic=15562&st=0#cradle
  14. It just depends on what will be possible for the AI and what won't be possible.
  15. Yeah, herd animals, like goats, sheep, cows, etc.
  16. Yep. And I'd like walls to be able to cut through trees. This would help remove a class of obstacles for the AI to build their walls.
  17. If we can't get the AI to build walls dynamically, then we can "cheat" by having the AI build randomized pre-designed circuits of walls.
  18. Actually it's not. The current behavior is not ideal. They should act just like captured sheep in AOM or AOK.
  19. I'm thinking palisade walls from the beginning (Phase 1 - Village), and stone walls from Phase 2 - Town.
  20. It was actually pretty good here. Something like 35-45 fps. Keep in mind, there's very little pathfinding happening there in that video. Once specular maps are implemented, this plasticy effect will be mitigated.
  21. We're trying for something like this:
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