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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. Roman barracks and walls are getting a rework, don't worry about them. I'll see what I can do about the civic centers and the corresponding decal issue it brings up. This could be a very interesting 'drop prop' opportunity as well. Doors are a must for fortresses, I'm not sure what happened there to be quite honest. If someone else tackles the doors, make sure they're sturdy wooden doors and not portcullises, latter is a staple of medieval castles, also another reason to remake the Roman barracks Does someone know if the Mauryan palace one of those eyecandy buildings that was decided to be buildable in-game? I haven't played them in a good long while...
  2. haha on second thought lets not go t he way of Stronghold 2, where you'll lose the game if you don't build a toilet
  3. can do, some poop decals could be nice @wowgetoffyourcellphone I get your point here, but by my analysis the more we can do to make these towns and villages look 'lived in' would help immersion, and I'm thinking smaller, shorter lived smoke particles than things like the blacksmith, and not on every house, of course.
  4. lol it's roofs, English is stupid like that. So all that remains of the chimney issue is finding strategic spots to place minor smoke particle props on homes then? And getting rid of the ones already present of course
  5. why have a chimney if a hole in under the apex of the roof will do the same? High windows work well for letting out smoke too, chimneys aren't always necessary Also the 'authors' of these buildings may be completely different people active at completely different times, where you see such discrepancies
  6. woo lad you're grabbin for that mile lol. Chimneys should be doable where necessary and accurate. I dont think we'll have time of day map tags for a while yet even if the multiple lighting thing gets committed. that said, I am *particularly* excited for dynamic lighting and the opportunities that brings. Iberian flaming javelins and fire ships are gonna look awesome
  7. Oh! you're talking about the backface culling. Thats as simple as adding another plane. That's doable without a much higher poly count. You must be going through these with a fine toothed comb because that's the first I've seen that mentioned anywhere on here as for the flatness of the statues, I cant help but wonder if some more vigorous normal mapping could make them, I don't know, *pop* a bit more Some things like doors on walls are just not feasable, and workarounds would make towerless walls impossible for mapmakers. Doors are excluded on most wall turrets because though dependent on drag direction (clockwise correct) many times walls (and their turrets) will be facing the wrong direction.
  8. AI city templates would be neato burrito, like how different AI personalities in Crusader would build different distinct castles, have certain AI model themselves after historical counterparts, ie Carthaginians building triple walls and the Kushites mimicking the layout of Napata or Meroe
  9. @feneurCan we get Ruko here the forum permissions to post more than 3 times?
  10. When I'm done with my commission series I'll see if I can't get try a prototype. @RukoFiber Those statues are two dimensional, a concession to keep the poly count from skyrocketing. We don't have LoD rendering so we cut corners where we can.
  11. @Sundiata The way to fix that would be to have different sized ground decals for different civs, depending on where predominant construction sits on the urban/rural scale. Each friendly to its own structural texture pack. In regards to the ones missing them, i believe they work better in their native environments without them (mainly desert ones) This could solely be a result of not having civ-specific decals. Thats a lot of extra work, however, and requires both coordinated texture, mapping, and model work
  12. Missing tiles are for terrain integration, but the lack of doors on defensive buildings I'll definitely give you, that needs fixing. Roman walls and barracks need to be replaced too, they have a reverse taper on their turrets and that's just a no-no by our standards plain and simple.
  13. I liked the old 'nearest position' building placement that AoM had, so you could get obstruction boxes flush with one another, could that be something to pair with a 'snap' mechanic?
  14. Nice, I wish I could take a closer look
  15. That's intended, yes. What better way to extend your territory than with roads? haha
  16. I had no idea those were missing lol on a side note, how do you like the ballista tower as a defensive building? It was meant as a mild defense against siege weapons and knights. Though it can take out blobs of stationary infantry in a single shot, its slow reload and projectile speed makes it seem not as overpowered as the standard defensive towers. satisfying to get hits with, not too infuriating to fight? Vanilla defenses definitely need some thinking over and I'm wondering what the proper direction will be
  17. That wasn't intentional, more a holdover while I was building the pegasus wallset. They're not necessary
  18. I guess promotions reroll variations, they should be named the same since i'm such a fan of copy-paste. Not much to do about that.
  19. I think I still have the walls actually. The differences in rank affect gather rates, and requires higher tier buildings. that's as deep as that goes
  20. High contrast and saturation can be easily misused, that doesn't make it objectively bad.
  21. Are my soundtracks still in or is it all vanilla again?
  22. This has been a long standing bug with the actor editor. Direct path/file name input is the current workaround, but Stan recently worked on a new actor editor program you might want to try
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