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Everything posted by gab
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Working on stuff for Alpha 14.
gab replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Empires : Dawn of the Modern World had such systheme, it worked well, the only weakpoint was isolated animals( a small groups of bears in a closed narrow space ), they would start to multiply until all the empty space is taken... An interesting video(at least the 2 first minutes), "In which I discuss the pros and cons of olive farming in the ancient world, and then get kicked for my efforts" : (the author also did points on longbows, shieldwalls, etc...) -
Here is an interesting article about texture blending : http://www.gamasutra.com/blogs/AndreyMishkinis/20130716/196339/Advanced_Terrain_Texture_Splatting.php The algorithm needs a dept map for each texture(but isn't there already a bump/normal map with most textures ?)
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The black dot on the chimney doesn't feel like a hole(but maybe it's just the picture...) Otherwise, maybe the most beautifull persian building ^o^
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thank you ^^ (and I did use the search option ^^')
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Is there a way to tweak/mod the camera in order to get an isometric(or orthographic)view ? It is not exacly usefull but it would add an age of empire 2 feel to the game... By isometric I mean something like that :
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Colonia looks great ^^
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I already read those threads: http://www.wildfireg...92 I think Josh post sum up things quitte clearly, the building isn't accurate but if it convey a clearer message... "Wow, looks like the Mauryans were big on markets and trade." ^^ (Just like you, I think historical accuracy is great but without a big chimney, we'll need a good way to show the building is more than just a big house : that it is a blacksmith)
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I saw some truly impresive/efficient real-time calculations of fluid physics using the GPU( by the ecole normale supérieure in France ) : a clever use of the GPU could really make some aspects of the game( including your great patch )a lot faster... (but it require peoples able to code it...)
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In an historical RTS, buildings are not mean to be completly realistic( the market is a good example ) : they represent concepts more than actual buildings. As every abowe reference show, a big large chimney is a good way to help the playeur identify his blacksmith(even if it kills some of the realism ^^')
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every age of empire (with a sligth preference for aok) battle for middle earth 1 (using the dwarf hold mod : hundreds of time better than bfme2) compagny of heroes dawn of war 1 dawn of war 2 (just for the great campaign)
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an interesting idea would be to make sure it reacts only on moving units : it would solve the tower bug unit stationned in front of the gate( bowmen )wouldn't keep it open
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Well, in real life,it is. But we most certainly don't want an ultra realist gameplay as it would kill the fun (there is tons of explaination on how game have to be different from life if they want to be realy fun and challenging) (i like the way you put things into equations)
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it could depend on your cc number : 10 (or 15) towers allowed for each cc
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i found this short but interesting paper : http://web.archive.org/web/20091104094002/http://clash.apolyton.net/models/Model-MapAI.shtml it explains how to quickly analyse the map using pathfinding to find chockepoints, it isn't perfect but it's simple and powerfull ( i found it here, a great site on pathfinding : http://theory.stanford.edu/~amitp/GameProgramming/Applications.html#city-building )
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it would mean adding some interactiv models in atlas like a tornado, rolling stones...
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[Discussion] Alternate attacks
gab replied to alpha123's topic in Game Development & Technical Discussion
an AOM design for initial attacks would be good and easy to use in "battle for middle earth 1" there was a button to switch between weapon(could be placed in the formation/stance UI) : i think it's the most efficient way to deal with units having more than a single weapon, you can easily swich depending of what you need in the battle -
Working on stuff for Alpha 14.
gab replied to Mythos_Ruler's topic in Game Development & Technical Discussion
in "Empires : Dawn of the Modern World", animals could respawn, i remember isolated animals multiplying when you didn't bother with hunting : that was cool but completly unnrealistic -
Capturing buildings (round 2)
gab replied to wraitii's topic in Game Development & Technical Discussion
capture shouldn't be too quick : in cossack the adversary was able to rush and capture quickly your whole city : not the funniest thing ever i like the idea of being able to produce enemie units(but for a greater price...) the flag system could be clear and easy to understand : your troops are kneeling in front of the building, raising their emblem, his loyalty decrease... you need to fight and use your troops : the building's loyalty is full again what's happend if you capture a building in the middle of a city ? isolated/peripheric buildings should be easier to take -
Flow Fields for Pathfinding
gab replied to Bitiquinho's topic in Game Development & Technical Discussion
just an algorithm(i may have missed the implementation but...) (a unit could be heading not to it's final goal but to it's position in the moving formation...) -
i just love territories : to have a civilization just ignoring then would feel odd(and could kill the balance) but enhanced raiding abilities would be a plus for a nomad civilization...
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in "company of heroes opposing fronts", the british had a mobile CC(deploying like a siege unit) in 0ad, the hard part would be to have a CC compatible with the "controled area" system... an idea would be to build a fix "milestone" when you build a building, the frontiers wouldn't depend directly of the buildings but rather of the milestones, you can move all your building but not out of your frontiers(your tribe control a given territory). but should the milestone be destructible ? should it be destroyed when then associated building is destroyed ? ...
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Flow Fields for Pathfinding
gab replied to Bitiquinho's topic in Game Development & Technical Discussion
a short article showing one of flow fields short coming(at least in the supcom2 version) : http://www.rageeffect.com/post/982193331/supcom-2-flowfield-pathfinding a video on crowd flow(not exactly flow field but also a "field" class pathfinding) : and the associated paper : http://grail.cs.washington.edu/projects/crowd-flows/ i doubt it could be used with formations(well, with a little tweaking everythings possible...)but it is at least quitte new and efficient(5 fps for 10000 units without rendering) : would be great for isolated unit like peasants... -
I would also love the scythians ^-^ (and a nomadic civilization vould indeed be some revolution in 0ad gameplay...)
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Working on stuff for Alpha 14.
gab replied to Mythos_Ruler's topic in Game Development & Technical Discussion
i like the idea of farmland : fighting over territories is one of the good things in 0ad farm regenerating near mill(so that they are nearly immortal when build near a mill(lasting twice longer would be enougth))make the mill a lot more attractive(but keep the CC as an early option) undestructible regenerative bush seems worth thinking, bush would still be usefull in the late game technologie like "farmer : gathering rate from bush decrease, gathering rate from farm increase" and vice versa would then become interresing : either you rely on very efficient but sparce and spread over the map bushs, either you rely on less efficient but compact and easy to protect and build farms(the technologies would make doing both an inefficient choice) by the way, the fancy terrain look great but the transition beetween then is maybe not smooth enought(specialy beetween fancy and non-fancy terrain) -
Where does that gorgeous trebuchet come from ?