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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Okay, then he's talking about D2300.... Why you obfuscating brev?
  2. Depends. If you just want to create 2 or 3 new biomes now for A24, and then all the rest for A25, that's up to you. I just thought there was already plenty of other things holding A24 back. lol The ones we add to A24, like India, need to be new biomes and not updated old ones. We don't want to have to update all the random maps yet until the entire biome/terrain overhaul is complete.
  3. Yeah they do. Galatian Heavy Cavalry mercenary.
  4. Metal mines for the India biome. I think I will use these meshes and textures to improve the metal mines for all biomes.
  5. { "genericName": "General Craterus", "description": "General Craterus.", "icon": "mace_hero_craterus_card.png", "tooltip": "Select General Craterus to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/mace_hero_philip_infantry -units/mace_hero_demetrius_infantry -units/mace_hero_alexander_infantry", "affects": "CivilCentre" } ] } I get this error now once a building is "completed", but is not really completed. It just sits at 99.999999% completed. @wraitii @Angen @Freagarach
  6. I think D2875 is aesthetically better. It unifies the little portrait sizes and keeps the dynamic shape of the HUD.
  7. Thank you for the correction. My criticism of unifying all infantry speeds still stands. The justification for D2300 is indeed because of shuttling speed.
  8. I am in 100% agreement with @borg- on these. You are changing combat balance and realism to solve the shuttle speed problem, when the actual solution is to add a shuttle speed feature. I didn't agree with cavalry speed unification either (again, it was done to solve meat shuttling during hunting).
  9. I vote increasing minimum screen resolution and then making the HUD longer. +1
  10. Neh Meh, at 100 seconds I get this similar error: ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Script message handler OnGlobalOwnershipChanged failed ERROR: Error in timer on entity 1304, IID97, function TimerHandler: TypeError: token.split is not a function ProductionQueue.prototype.CalculateEntitiesMap/this.entitiesMap<@simulation/components/ProductionQueue.js:142:1 ProductionQueue.prototype.CalculateEntitiesMap@simulation/components/ProductionQueue.js:135:21 ProductionQueue.prototype.OnOwnershipChanged@simulation/components/ProductionQueue.js:624:3 Foundation.prototype.Build@simulation/components/Foundation.js:417:3 Builder.prototype.PerformBuilding@simulation/components/Builder.js:78:3 UnitAI.prototype.UnitFsmSpec.INDIVIDUAL.REPAIR.REPAIRING.Timer@simulation/components/UnitAI.js:2883:6 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:265:12 UnitAI.prototype.TimerHandler@simulation/components/UnitAI.js:4110:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:4
  11. This one still gives that error { "genericName": "Socrates", "description": "Socrates.", "icon": "athen_hero_socrates_card.png", "tooltip": "Select Socrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles -units/athen_hero_iphicrates", "affects": "CivilCentre" } ] }
  12. Oddly, altering the tech like this removed the error code. { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles", "affects": "CivilCentre" }, { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_socrates", "affects": "Stoa" } ] }
  13. { "genericName": "Iphicrates", "description": "Iphicrates.", "icon": "athen_hero_iphicrates_card.png", "tooltip": "Select Iphicrates to lead your civilization.", "modifications": [ { "value": "ProductionQueue/Entities/_string", "tokens": "-units/athen_hero_miltiades_infantry -units/athen_hero_themistocles -units/athen_hero_pericles" } ], "affects": ["CivilCentre"] } Here she is.
  14. Thanks. It works to remove the other heroes as desired. However, I get this error: ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnGlobalValueModification failed ERROR: JavaScript error: simulation/components/ProductionQueue.js line 142 TypeError: token.split is not a function ProductionQueue.prototype.CalculateEntitiesMap/this.entitiesMap<@simulation/components/ProductionQueue.js:142:1 ProductionQueue.prototype.CalculateEntitiesMap@simulation/components/ProductionQueue.js:135:21 ProductionQueue.prototype.OnValueModification@simulation/components/ProductionQueue.js:940:2 ModifiersManager.prototype.SendPlayerModifierMessages@simulation/components/ModifiersManager.js:74:2 ModifiersManager.prototype.ModifiersChanged@simulation/components/ModifiersManager.js:60:4 ModifiersManager.prototype.Init/this.modifiersStorage._OnItemModified@simulation/components/ModifiersManager.js:23:65 MultiKeyMap.prototype.AddItem@simulation/helpers/MultiKeyMap.js:49:2 MultiKeyMap.prototype.AddItems@simulation/helpers/MultiKeyMap.js:62:14 ModifiersManager.prototype.AddModifiers@simulation/components/ModifiersManager.js:265:9 TechnologyManager.prototype.ResearchTechnology@simulation/components/TechnologyManager.js:228:1 g_Commands["civ-choice"]@simulation/helpers/CommandsCivChoice.js:4:2 ProcessCommand@simulation/helpers/Commands.js:47:3 ERROR: Failed to call ProcessCommand() global script function
  15. Assets. I propose that we curate the current list of biome assets, such as trees, animals and rocks, and fill in any gaps where necessary. Each biome should have: 3-5 tree species 3 or more bushes 1 berry bush object A set of eye candy rocks A set of eye candy flora 2 Stone Mines 2 Metal Mines 2 or more dangerous animals 3 or more cosmetic animals 3 or more huntable animals (not including fish) etcetera Biomes can obviously share many of the same assets (Oak Trees or Date Palms for example will be used in multiple biomes). But a new spreadsheet must be created and agreed upon to go with the new proposed terrain biomes. Also, limits should be imposed for visual consistency. For instance, no more than 5 tree species per biome. We're not going to have 10 grass terrains in a biome, so there shouldn't be 20 tree species all mixed together in that biome either. This will obviously necessitate a lot of random map script tweaking, but the final product will look very nice indeed.
  16. Let's take stock of the current terrains situation (Alpha 23-24) Current Biomes. Inconsistent. Alpine 41 terrains 41 textures Desert 58 terrains 59 textures Mediterranean 40 terrains 42 textures Polar 17 terrains 17 textures Savanna 36 terrains 37 textures Steppe 13 terrains 13 textures Temperate 47 terrains 48 textures Tropic 32 terrains 33 textures Let's look at a potential Alpha 25 situation. Consistency. Proposed Biomes Aegean-Anatolian 18 terrains 36 textures Alpine-Arctic 18 terrains 36 textures East Asia (Bonus) 18 terrains 36 textures Equatorial Africa (Bonus) 18 terrains 27 textures Hispania-North Africa 18 terrains 27 textures India 18 terrains 36 textures Italy 18 terrains 36 textures Mesoamerica (Bonus) 18 terrains 27 textures Middle East 18 terrains 27 textures Mongolian-Tarim (Bonus) 10 terrains 15 textures Nubia-Savanna 18 terrains 36 textures Sahara 18 terrains 27 textures Steppe (Bonus) 15 terrains 30 textures Temperate-European 18 terrains 36 textures Why do some proposed biomes have 18 terrains and 36 textures, while others have 18 terrains and 27 textures? It's because they will reuse many of the same assets, specifically normal maps and spec maps. Some diffuse maps will simply be color corrected for the biome and can share normal maps and spec maps from other biomes. For example, the Alpine-Arctic biome could use the same diffuse map as the Temperate biome for a cliff texture, just color corrected for Alpine theme, and then share the same normal and spec maps between them. This saves time and effort as well as unifies the look of the complete set of terrains. (Bonus) Biomes are lower priority. For instance, if the Xiongnu are added, then the Mongolian-Tarim biome would good to add. If Scythians or other similar civs are added, then the Steppe biome would be good to add. Otherwise, these biomes could be added lastly, the others a greater priority since we have civs already in-game for these biomes.
  17. I have already been experimenting with giving the game a much needed update to the terrain textures. I have been exclusively using assets from this website here, licensed as cc0: CC0 Textures - Public Domain PBR Materials We could contact this gentleman and ask for his assistance in creating new assets if his site currently does not have them and WFG could even become a Patron (his highest Patreon level is $5/month). Even if we don't try to partner with him, we can still utilize his excellent CC0 assets and ask him to check out how we're using his stuff. cough I am very keen now on using CC0 or CC-BY-SA materials. eh hem. And so far the results have been better than I'd hoped. EXAMPLES India: Desert (using assets from the India biome) Alpine-Polar (I think these 2 should be combined) Pros for updating the terrains: The game's current terrains are inconsistent in quality and scattershot in style. A new set of terrains can unify the quality and style. Terrains take up a massive amount of screen space, or what the player sees, so improving them gives a large boost in visual quality. The current terrains don't fully take advantage of the graphics engine's capabilities. A new set of terrains can do that. Improving the terrains can bring the look of the game closer to modern expectations. We can reduce the sheer number of terrains by half, which comes with the benefit of visual consistency and ease of use for mappers. Cons for updating the terrains: It will take considerable effort and take attention away from other possible tasks. The new textures will be on average 4x larger than the existing textures and will add normal maps and spec maps where previously there were few. Will increase the graphics memory load and possibly push out those with low-spec computer rigs. ?
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