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Everything posted by wowgetoffyourcellphone
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The stats of all units and structures in DE have very little in common with EA (the base game). A24's rebalancing had no effect on DE. Delenda Est's civs are very unique from each other and play a lot different from A24. A big change you'll notice right off the bat is the hero selection screen when you launch a game. Most civs give the player a choice of which hero to have for the entire match. These heroes have a large effect on the game with auras, bonuses, and special technologies. Some heroes even change the unit composition of the civ. For instance, as a Spartan player choosing Leonidas the player has access to hoplite units, while if the player chooses Cleomenes they gain access to phalangite units instead. DE A24 adds the Scythians as a playable civ. They can build their buildings anywhere on the map and have no territory effects or restrictions. Consequently their buildings are cheapest and weakest in the game. Their hero selection screens aren't done yet and their tech tree is in flux, but they're playable. Suebian Germans are also included in DE A24. They have Axemen and Wolf Warriors and cheap wooden structures. As with the Scythians they are still a WIP, but very playable.
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Luckily, Roman heroes in Delenda Est use @Alexandermb's awesome Attic helmets. The old "Imperial Attic" helmet models were very out of date.
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===[COMMITTED]=== Macedonian wonder
wowgetoffyourcellphone replied to Tomcelmare's topic in Completed Art Tasks
Hey looking great so far! The plants look good. Don't listen to Carltonus. Wonders should be the most eyecandied objects in the game. I don't think this one is overkill. I would use a different statue on the side, instead of reusing the Roman ones. I think the game needs a lot more statuary in general. -
Go ahead. You have a design in mind?
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Oh, young people. Not old people like me. *runs and cries*
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[POLL] Corpse Removal Option
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
Oh, I see. Odd. So the 2 significant digits are currently hard-coded for sliders. -
[POLL] Corpse Removal Option
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
I don't understand. The materials slider outputs round values right? -
Still a bigger sample size than 2 guys arguing on the Internet.
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[POLL] Corpse Removal Option
wowgetoffyourcellphone replied to Stan`'s topic in Game Development & Technical Discussion
A max number slider could be cool. I wish they would sink or something instead of just blinking out of existence though. -
Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
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Okay, so DE is currently incompatible with SVN (I am currently working on bundling the mod for A24), but this won't be a problem for you if you are willing to revert your local copy to r24938 (this shouldn't affect your shader work as far as I know). If you do that, then you can clone the mod from here: https://github.com/JustusAvramenko/delenda_est
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Flood
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Until the git repo is up and running I can provide you with screenshots or videos of anything you need for your critique or adjustment. Are you using the SVN version of the game or Alpha 24? You may be able to download and run my gameplay mod "Delenda Est" which includes all the new terrains I have created so far.
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The DE git repo is 100% compatible with Alpha 24 release. I have not done anything for A25 compatibility yet. I am just wanting to finish up the hero work before bundling it for mod.io.
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I'll do what I can with the source files I'm working with. They are very high quality files found here: https://cc0textures.com/ https://texturehaven.com/ With this terrain update we're committed to using high quality CC0 or CC-BY-SA sources. We are lucky that in this day and age we have access to these sources. Currently the game has many many terrains, spanning over the course of a decade and a half, all of different quality and from uncertain provenance. Can't really fault some of the original artists as 10+ years ago high quality material was difficult or impossible to find, and also the rendering engine was much more primitive, so a simple 512x512 diffuse texture was all that was deemed necessary. As the process continues I am committed to working with you and whoever else wants to work on rendering the game world better. To facilitate that cooperation, I want to get a terrains git repo up and running in the soonish timeframe. I'll work with @Stan` on that.
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Nice1 Another thing I noticed was that woodcutters tend to stick to the exact same species or type of tree. For instance if they are tasked to chop a bush, they will stick to bushes instead of going then next to the nearest tree. Anyone else see this too?
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Oh, I completely agree that many of the brighter terrains are completely blown out. That's part of the fix for the terrains I'm working on, in addition to bringing normal/bump maps to all terrains and increasing resolution and overall quality. Terrains are, IMHO, the most important thing to get right visually, as they take up a huge percentage of screen space. Here is Acropolis Bay with some of the new terrains (high res image):
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Sorry, I am currently in the middle of revamping all of the terrains, so the cases you are trying to fix with your shader aren't present in my current terrain set (for instance, those white tiles on Acropolis Bay no longer exist for me). The new terrains do include specular maps, but they are much more subtle than the old ones, so likely require less adjustment than what you are coding for. Perhaps I can port my terrain work over to a new separate github repo sooner rather than later so you can take a look at them in-game. I'm just in the middle of trying to get my main mod ready for publishing while fighting off an illness.
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Is there somewhere where I can edit aggressive to 90% vision range?
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As shown here, my currently modded UI code moves the minimap to the left. Not sure what to do to make it snap to the corner rather than go to a specific pixel distance. Here's the file: Relevant line: <object size="50%-960 100%-256 50%-704 100%"> <include directory="gui/session/minimap/"/> </object> Any help would be apprec.
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
This would definitely be nice for 0 A.D. Or the screen goes to a full-screen minimap if you zoom out far enough. Either way.