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Skhorn

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Posts posted by Skhorn

  1. @vladislavbelov can we some button to group object in-atlas without doing the grouping templates manually? Can we save those grouped objects?
    Can we have an add units in other animation than idle? Sometimes mappers (not-me) make huge maps with a lot of objects, running the game becomes virtually impossible and a sure kaput, thus, whenever the mapper wants to make a little showcase of the map it has to cross-fingers and move/order units slowly to give the feel they are moving or doing something. So, what i ask, is: Can we have a units placer while on a different animation stance without having to simulate the map? 

    Can we have a favorite list of objects? Or some sort of panel that indicates which objects are placed? Perhaps even a counter could fit well too 

    Can we have terrain brushes with more settings and variations? Like triangles, polygons where we can add more axis 

    Is it possible to reduce the size of the squares on the grid? Don't know if the size of each square it's used by the path-finder, but i think if each square were half the size or lesser, terrain brushes or paint brushes could allow to more or better modifications of the map, or at least it could give a smoother transition between different paint textures.
    Sorry don't know how to explain this very well, neither i can't make an example using atlas, neither i don't know the implications of the size of each square in the grid, don't know if it is performance or path-finder... 
     

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  2. I think the barracks and the blacksmith seems weird, although you could leave those and make another variation, specially the blacksmith could be placed near walls. But on regular city buildings does not seem to fit, what if you remove the walls and add more random blacksmith props?

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  3. On 3/4/2018 at 12:37 AM, Alexandermb said:

    Heres another row for spart_swordsman champion, i want to divide each civ in their respective combat  discipline, weapons and shields, so we have more historical accuracy and more immersion.

     

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    I think the third slash needs to be more powerful, it seems quite like a gently touch. Like dude, let me cut your throat gently

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  4. 13 minutes ago, balduin said:

    Are the technical game mechanics (triggers etc.) already supported by the underling Pyrogenesis engine and 0 A.D.?

    They are, but not certain at what point, but surely we will use them. Check this if you are not aware of it https://trac.wildfiregames.com/wiki/Triggers, besides there are a few maps using them. But to be fair, we haven't got to that point, so any task/possible trigger use said right now might change in the future.

    13 minutes ago, balduin said:

    Is the goal of this project simply to show case the capabilities of the engine and to make a nice campaign or do you still have to implement a larger portion of triggers and other game mechanics as well?

    The goal of the project it's to have a playable campaign, not limited to destroying/wiping the enemy. We will use triggers, but not implement more, we are not programmers nor is in our scope, we might ask help from the devs team in any given situatio|n relating to triggers/core game.

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  5. On 2/25/2018 at 12:50 PM, Sundiata said:

    "After failed negotiations to end the war with Kush, and the "accidental" death of prince Akinidad...

    screenshot0252.png.a25c619931c2558fdd5034fa09057e82.png

    Quote

    ... hostilities reopened and Gaius Petronius at the head of a large legion, pushed on to Napata, to face the treacherous cult of Amun and the Napatan temple guards as well as a bunch of really pissed of townspeople..."

    screenshot0193.png.040e8d7e6f7048c252c39ab082ffc7a3.png

     

    The cycle of life and death

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