Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.012
  • Joined

  • Last visited

  • Days Won

    556

Everything posted by wowgetoffyourcellphone

  1. In my experiments, I am finding the same thing. This material is a mess. lol
  2. Hmm, for most (maybe all) of the objects using this material, the visual problems are the same. Mainly too specular, too wavey and too fast. I may experiment and get back to you. There may not need to be a 2nd water material afterall. Could improve the look of everything that uses it.
  3. I don't think it would be transparent. It would be opaque muddy water.
  4. I like it. Do you draw the area selecting the target units or is there a specific size (with a nice decal texture)? Keybind could be Ctrl-Alt maybe.
  5. Charging. Standing Ground (aka Brace). Friendly Fire. Flanking. Open Order (reduces friendly fire and enemy area damage), Locked Shields (aka Phalanx or Shield Wall; greater armor, slower).
  6. I think that match will go down in 0 A.D. history, honestly. It's that good. But I wish we could see more champions and ranged siege. More chariots from Britons, more swordsmen from Romans. Units who make these civs unique, and they should be viable.
  7. Agreed. I think the water textures should be re-rendered to be more still and brown.
  8. The stat bonus is there to focus on a basic aspect of ancient warfare, that cavalry would lose in a head-on fight against massed pole-armed infantry. Well, if you don't at least make an attempt to simulate ancient warfare, then what is the game simulating?
  9. It is, though it is using outdated info. It could be nice though to have something on the web that just pulls the info from the latest release and can be used as a reference for discussion without having to launch the game.
  10. Perhaps create a Trac ticket and someone might pick it up and solve this for you.
  11. Random rotation adds additional visual variation which exasperates the problem.
  12. The real work is done on Phab ( http://code.wildfiregames.com ) and Trac ( http://trac.wildfiregames.com ). We can discuss cool stuff ( Battalions! ) on the forum until we're blue in the face, but unless someone wants to put in the hard work to make their dream a reality, there's nothing much someone else can do for you (unless your ideas are truly inspiring). To get stuff added to the base game or game engine, you have to participate in Phab and Trac (and on IRC to a lesser extent)*. It's a long process, especially if you don't come to the project with a battery of programming languages already in your repertoire. A few contributors started with few requisite skills and have learned over time to make valuable contributions. That process isn't necessarily hostile or apathetic; it just takes lots of dedication and discipline. *I don't participate enough on Phab and Trac, which is probably why my preferences are not taken into account when designing the game. It's my fault, not theirs.
  13. Unfortunately, this simply activates the framerate counter. lol. I appreciate the 1.1 release though. Currently running it!
  14. A fair argument. Agreed. So much in the game is an abstraction, and that's the only way a game of this type can function. So, yeah, "Health" can definitely be conceptualized in this way.
  15. Nothing direct (no bonuses, except in Delenda Est ), but there are benefits to creating a well organized battle line, even in a mosh pit game such as Empires Ascendant. You spread your attack damage more evenly across the enemy line and most formations handily place the melee troops in front and the ranged troops behind for you. They also space pikemen so that you get a little of the attack-through effect from the second row.
×
×
  • Create New...