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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. There is no strongest faction, This game is supposed to be balanced. The fact that the camp is unrepairable reinforces the fact that it is a temporary structure used for assaulting an enemy or guarding a point in the frontier while the civilization expands its borders. In the time it takes an enemy to destroy a camp, there should definitely be enough time to build a civ center close enough for a stone fortress.
  2. It gives the Roman stone castle it's rightful leg up on the army camp. Sure entrenched camps developed into stone fortifications and then into city centers in history, but it would mess with game balance too much. It also gives the besieged a chance to fight back and *eventually* chip away and dismantle the roman siege, but the Roman player would have a distinct advantage at that point anyway which is why the current system works.
  3. I'm talking about automatically cutting back when there are too many particle effects on-screen
  4. Just a thought, for people with lousy computers like me. Would there be a way to limit the number of particle effects on screen at any given point in time? I like to see the flaming javelins and stones, but when there is a line of elite iberian skirmisher infantry throwing thirty flaming javelins at a time, it gets pretty hectic. Even if a computer can handle that sort of punishment, it gets really hard to see.
  5. The Iberians don't have open window textures? I think literally every single other civilization has them xP that's interesting but the plank windows are a no go IMO, we need that dark to establish that nice value contrast for the structure I'd like to see that little bit of roof that comes down on the courtyard side be tile In regards to the wooden crenels around the courtyard, all I have to say is this: repetition is your enemy. Rotate, flip, or move the UV over the textures to get a different look for each one, an easy way to do this is selecting every other one, shifting it, every third, shifting it.. and so forth
  6. I'm not too sure about the eave with the planks instead of the tile, and try using the window texture in the iberian set for the windows, see how that looks
  7. I'm seeing a lot of polys in that screenshot. How many do you have so far? You still need to place props too, and thats going to weigh on your poly count too
  8. ohhh man I really want to make those towerss
  9. lol I dont mean 6 polys xP I mean hexagonal or pentagonal prisms for each log, since it will be harder to tell if there are more polygons than that
  10. mmm I think you could drop the poly count to 6 sided cylinders. These are going to be relatively small in-game you can use the palisade textures here to good effect ... and keep an eye on that intersection, it looks like it was fastened by a tongue and groove or else by rope, see what you can do with textures there
  11. ahaha I see what you did there Are you working on this one idanwin?
  12. I disabled the shadow casting on the large central wheat tufts, see if it resolves a little bit of the shadowing issue
  13. on the carthaginian set (havent versioned the farms to lose the carts on them just yet)
  14. Is it the wheat or the barley? The barley is the darker of the two cereals
  15. ah, plain alley:prop alley:plain meander:prop meander 3:1:6:2 There isnt much I can do about the shadows
  16. Foliage bush and dry bush separate, and then together like is currently in game
  17. Alright, I can work with this Cart & scarecrow : plain 1:3 barley Same as above, wheat temperate biome
  18. So the bush and shrub farms are fine? I don't want grain to be included only every once in a while; it would just look even more out of place. I really want there to be grain fields though, especially considering the field icon is two bundles of wheat xP I'll see if I can't edit the wheat and barley textures to better suit the terrain
  19. Then don't put them in your base, isn't that the point? You're being a bit blunt Micheal, why don't you tell me what you want instead of telling me they look ugly? There's only so much I can do with low poly wheat.
  20. Plow competitions? Never heard of that. Actually sounds pretty neat I got the barley to behave a little better, and have straight path decals
  21. From what Sander told me this is would be a huge pain in the butt. There's no way of taking biome tags and using them to alter models just yet
  22. Well most of the feedback I've gotten has been positive, so I'm going to keep on it. The olive trees can stay Gaia, I don't see orchards happening anytime soon with the size of the footprint, also they would probably be better with obstruction boxes. Fences around the edge might look a little odd without obstruction boxes but I'll see what I can do. I'll also try to make some different farm decals for variants Olive tree is the first model I made completely from scratch It's going to look a little messy, I doubt the ancients could plow mechanically straight rows and have even yield throughout without tractors or fertilizer
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