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Lion.Kanzen

Balancing Advisors
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Everything posted by Lion.Kanzen

  1. https://trac.wildfiregames.com/wiki/Design_Document#PlayableCivilizations will be useful for you.
  2. in this case always compare the parents with their versions of each faction.
  3. always in these lords one faction takes over the world and the united nations and unites the humans. sometimes it is inside the planet, sometimes when they have already explored mars. in the case of SC the lore are prisoner ships that crashed in another world. https://starcraft.fandom.com/wiki/Terran if that is the case, the earth must have looked like Europe in the Renaissance age. there are probably many factions from the united nations to entrepreneurs with space projects. Unlike Sc, I would not be so positive about the history and I would focus the exploration many centuries later. half a millennium later?
  4. You should already be familiar with this. 0 AD\binaries\data\mods\public\simulation\templates\structures the buildings are in the structures folder. folders are by initial faction names throughout the game. the names are not complete. instead of persians the folder is pers the first four letters of the name. For example, the Apadana building is a special building, each faction has a minimum of 2. the entity parent is template_structure_special. (notice xml extension is omitted in the name). that means that most of the entity code belongs to that file. this is the directory: \0 AD\binaries\data\mods\public\simulation\templates it all depends on what building you want to create.
  5. they all depend on a template parent. i'll show you how to find out.
  6. is the advantage that there is someone else with my kind of expertise in the project.
  7. the minimum area of the logo should be this, the red square. why? in graphic design logos have margins, officially 0 A.D. does not. You can see that the margin at the top with the "0" is very low, at the bottom you have the same problem and more serious and the final dot (.) also has that problem. just increase the central element.
  8. @Radiotraining this post will help you. if you don't know how to do something, just look at the templates, I know it's hard for an artist to make templates. it is pure code, any modder will explain you how to add new things to your template. the first thing you should know is that there are 2 types of files. those that define the art and those that define the simulation of the object.
  9. I would have to show it graphically. Perceptual mind gives the feeling that the logo is coming off. (Design psychology). The mind tends to see objects as real things that can fall and are subject to physics. The size is always increased where they are contained. That would be aesthetics and perception. I can't imagine how it works at different resolutions.
  10. I will leave as a confirmed image that for current date, that we only have the templates (XML files). Does this mean that we still do not have conceptual designs for the buildings?
  11. There are not many images of what exists.
  12. I was having ideas with farms, in this mod will there be food as resource?
  13. try to improve the edges where the logo is contained. improve margin and enlarge that element.
  14. Estas seguro con los colores? Yo todavía puedo diseñarlo.
  15. This means that it is necessary to see what cavalry can with them.
  16. Likewise, it serves to explain the soft counters.
  17. make the conceptual illustrations the units. use the atlas for reference.
  18. @Radiotraining let's design something based on this as promotional art.
  19. the scale in AoE is horrible, it's almost 1/8 or 1/12 that gives poor immersion to the game. those who defend the scale are of the RTS styles with unrealistic scales. Kohan: Immortal Sovereigns.
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