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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. #1 Why "should" 0 A.D. work on a laptop clearly not built for gaming? Probably a Chromebook or something similar. #2 1366 pixels wide is clearly more than your proposed 960. 1366 pixel width is wider than the current 1024 pixels the GUI is crammed into. I would happily design a UI to fit 1366 pixels. I propose we make that our new min resolution.
  2. I like what the shader does to Delenda Est's metal mines. The "metal veins" have a shimmer. I hate what it does to the terrain textures though. I forget, but did you say that will be worked on later?
  3. Yeah, I don't understand the argument against them having this ability. If it looks "weird" for an elephant to do this on their own, then just add a driver?
  4. No where do I say design a 4K UI and scale it down. I say design for 1080p [1920 width] and scale from there. With all the numbers and data you want to load the UI up with I don't see how you could do it any other way. How are you supposed to fit all the attack data and other stats you want into a 960px wide UI while also having a production panel, a minimap, and a garrison panel. Honestly you will have to start having things climb up the sides of the screen, but I have yet to see a serious proposal for that.
  5. I believe the Iberians were to be the quintessential defensive civ. Hiding behind their walled settlements sending out raiding parties and wearing down their opponents that way. Along with ambushing/guerrilla warfare, the Iberians would be rather unique in this way. But as development progressed this kind of thinking fell by the wayside, culminating now in what we have in A24. Part of the problem too as you pointed out is that the wall builder js creates ugly inelegant curtains of walls. If you check them out in DE's skirmish maps they look nicer. And another thing that makes them OP is that they come with free gates. In DE they do not.
  6. Part of the problem is that some folks insist that the UI fit to ridiculously small horizontal resolutions. IMHO The real solution would be to design the UI to the common HD resolution, then use scaling for smaller resolutions.
  7. This particular helmet should hopefully be brought up to current helmet standards m, along with a couple variations (plume, no plume, neck guard, no neck guard).
  8. Yes, they've been in Delenda Est as a concept for 3 years now. Keep getting refined and improved.
  9. Do "top players" really think a 0.4 second firing rate for Scythian Archers is cool? I hope not.
  10. In DE this would be countered by javelineers. But EA? Dunno. Bolt Shooters?
  11. No, it doesn't have to be done with every unit. Just try it.
  12. This is an alpha release (after 2 years), not a monthly gameplay patch for a Gold-released AAA game. Expect large changes.
  13. I want human players to be able to play them, but if you set Petra AI to random there is a chance they are chosen and Petra doesn't play them very well. Same with Scythians.
  14. The Delenda Est repo is fully compatible with A24. I just haven't finished hero selection for all civs yet (I have a few civs to go). And I'm debating removing the Noba civ for now until there's a way I can remove them from Random selection.
  15. Not only that, but in Atlas you can uncheck the civs and save the map, but Atlas bugs and assigns default civs anyway. Quite annoying. Yeah, I've had to do this as well.
  16. With these errors you can just use Notepad++ or your favorite text editor and do a ctrl-H replace all gaia/tree/cretan_date_palm_tall
  17. I would really like to change this for A25. EA should really adopt DE's forest groves. You don't even have to adopt DE's grove auras and traversability in case you're too scared of changing gameplay.
  18. I agree with this one. A bad change. Maybe give back outpost vision and just make outpost cost 1 pop.
  19. @DanW58 Honestly, at this moment a lot of what you post is overwhelming for a lot of us. You go into a lot of (exquisite) detail that will (eventually) be very useful if you continue on your course and improve the renderer as you plan. I like your "fall back" ideas so that we need fewer materials and map types "default" lower to a 1 texel image. That will be very helpful to us modders and artists, your documentation. Please continue and I encourage you to try the IRC channel and join other discussions regarding other aspects of the game. First and foremost, recognize that in this development environment it is a marathon, not a sprint. Personally, I have been involved with the development of this game in one way or another since 2005. I know this isn't the technical feedback you want, but i hope it helps regardless.
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