Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Random Map Script: Corsica vs Sardinia
Mythos_Ruler replied to wraitii's topic in Scenario Design/Map making
I think what he's doing there with the beaches is as good as can be expected with the current terrain blending system. Maybe we can improve it in the future. The only other option would be to include a dozen more terrains per biome that blend the different existing terrains together, which would be a pain and not look as good as a better blending system would. -
Random Map Script: Corsica vs Sardinia
Mythos_Ruler replied to wraitii's topic in Scenario Design/Map making
Looks beautiful. I'd love to put this into Alpha 9, with your permission. One problem: Your chickens. You tend to put chickens inside the bounds of a civic centre, which confuses the AI. Also, sometimes trees get placed into the middle of mines, which confuses the low level unit AI (they try to get to the tree and get stuck, which is what happens with the chickens too). -
Random Map Script: Corsica vs Sardinia
Mythos_Ruler replied to wraitii's topic in Scenario Design/Map making
Looks nice! Download link is missing though. -
If we do that, we might as well make a real wall system.
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This would be useful to create "Fortress" variations of random maps.
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deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
No problem. There can be more than 1 type of forest map. -
Random Map Script: Corsica vs Sardinia
Mythos_Ruler replied to wraitii's topic in Scenario Design/Map making
You mean like these? -
Unit And Building Names
Mythos_Ruler replied to Davarish's topic in Game Development & Technical Discussion
In fact, didn't we have a back n' forth in this very thread between some Greek speakers on this very subject? Whom are we to trust on this? -
Random Map Script: Corsica vs Sardinia
Mythos_Ruler replied to wraitii's topic in Scenario Design/Map making
If I had one major criticism of all of the random maps done for the game so far (except "Oasis" and maybe "Deep Forest") is that the scripters aren't giving the player enough room at their base for expansion. Having to chop down tons of nearby trees in order to place a barracks is kind of annoying. As a general rule, I think there should be a tree # limit within X meters from the player's start point. Something like only 5-10 trees within 30 meters of the starting civ centre. Players need room to build. This particular map is better than most, but it's something to keep in mind. But specific to this awesome map... I love the coast lines, though I think the features should be scaled up and a few more wide beaches added. Players will need room to build docks and to land their forces on the other island. I would try adding some more depth to the water. Put in some deeper areas with the black deep sea terrain texture. All-in-all, this is a winner. Perhaps square and round variations? And some fish. EDIT: Also saw that metal and stone are in super short supply... -
deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
It works. Looks great. Perhaps try using trees other than the Baobab. I made the Baobab tree to have more branches and be higher poly because it's supposed to be used in a Savanna setting where trees are sparse. Try a pine tree version and a temperate tree version and see how the lag goes. I also recommend using terrain textures from the same biome together. They are generally made to fit together as a coherent set of terrain textures. Mixing terrains between different biomes can work, but it's tricky. -
deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
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http://www.youtube.com/watch?v=BwGILsrdGdM
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Hours in a single match/game or over multiple sessions?
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Also, I have noticed on maps like Acropolis III that the AI will send 10-20 units all the way across the map in order to grab 1 or 2 treasures.
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deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
Hmmm... it generates a map, but with no forests. Bug or feature? -
One area of improvement is to look at why trees get placed in the middle of mines. It causes problems when building a Mill and the units can't get to the tree.
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
http://www.youtube.com/watch?v=JBhh0Ilbsec -
Massacring hordes of enemy female peasants is a treat in itself.
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Desert maps should probably have a color scheme like this: The standard settings blow out the sand textures (too bright). The settings I show there are nearly perfect and are what I generally use for the custom scenarios I make for the game. The blue terrain ambient helps cut the beige sun color just right. My favorite sky set right now is "cumulus." I recommend mixing the sand textures more, and also clustering animals in and near the central oasis. Watch the oasis too, it looks like trees and animals are being seeded into the water. Check out the Oasis custom maps in Atlas. There are some design tricks in those maps that if you can replicate what I've done there, will make your random map script look Hella awesome. And of course, you should experiment with your own design ideas of course.
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I noticed Marilyn wasn't expanding like she should be, so I revealed the map and saw she had only built one house and no new units after 10 minutes of play. I set the game so I could control all the units when I saw one of her female citizens moving back and forth near a berry bush. I saw that she had her full amount of of food, so I attempted to force the female to drop the food off at the Civ Centre. The moment I tried to get her to go back to the CC she went back to the berry bush and continued her dance. She would not drop her resources off. It took be a very long time and many clicks to get her back to the CC to drop off her food.
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deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
Not so sure it's the shadow map causing the lag. Likely it is all of the alpha-channeled trees. -
deep_forest_v0.1 Random Map Generator
Mythos_Ruler replied to FeXoR's topic in Scenario Design/Map making
It looks fantastic zoomed out. However, it is nigh unplayable due to graphical lag. There are simply too many trees, I'm afraid. I would mix it up with patches of Oaks, Carobs, and European Beech trees, even some pines. Also, there is a problem with the water plane being too high. Lower the water plane so it doesn't stick above ground. This is a good start though. Keep at it, FeXoR.