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Everything posted by wowgetoffyourcellphone
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Here you go. I didn't really move many assets, except the badly placed grass actors. I also replaced the stone and metal mines with DE ones. I can see the designer of the map has taken to heart my suggestions for mountain shapes (almost fractal). I can see many opportunities for improvement on the map, such as: Forests and stone mines should cluster around the base of the mountains and goats, sheep, deer, wolves, and bears should all be relatively abundant, being quite a mountainous and forested area. Example of trees clustered around the mountain:
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Something like this can meld the Egyptian and Greek styles together. It's "fantasy" from Assassin's Creed: Origins, but it does combine the 2 styles in a very successful way, and mirrors the current CC a little bit.
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Gallic Highlands. Attempting to make a nice open Temperate map with some heights you can claim, using the newer tree assets and DE's new terrain textures.
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question Random player position with already existing CC
wowgetoffyourcellphone replied to Grapjas's topic in Tutorials & Guides
This feature should be a core game feature, IMHO. -
The cliff texture there isn't doing it for me either. Compare:
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And yet so ugly. Ugh.
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Civilisations analysis including mods
wowgetoffyourcellphone replied to Yekaterina's topic in General Discussion
Seleucids in Delenda Est. -
Delenda Est has these placement obstructors, whose code may be useful to you. <?xml version="1.0" encoding="utf-8"?> <Entity> <AIProxy/> <Footprint> <Square width="38.5" depth="7.0"/> <Height>9.0</Height> </Footprint> <Obstruction> <Active>true</Active> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>true</BlockFoundation> <BlockConstruction>true</BlockConstruction> <DeleteUponConstruction>false</DeleteUponConstruction> <DisableBlockMovement>false</DisableBlockMovement> <DisableBlockPathfinding>false</DisableBlockPathfinding> <Static width="37.0" depth="6.0"/> </Obstruction> <Ownership/> <Position> <Altitude>0</Altitude> <Anchor>upright</Anchor> <Floating>false</Floating> <FloatDepth>0.0</FloatDepth> <TurnRate>6.0</TurnRate> </Position> <Selectable> <Overlay> <Outline> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.4</LineThickness> </Outline> </Overlay> </Selectable> <Visibility> <RetainInFog>true</RetainInFog> <AlwaysVisible>false</AlwaysVisible> <Corpse>false</Corpse> <Preview>false</Preview> </Visibility> <VisualActor> <Actor>structures/hellenes/wall_long.xml</Actor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>false</SilhouetteOccluder> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor> </Entity>
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As long as it's not taken out of the engine, you will see splash damage in DE.
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For rammed earth, less "ruined" examples would be best, as they will be depicted in game as newly constructed and finished. A lot of the examples shown so far look quite weathered. Would the walls of, say, the imperial capital have had a rough look to them or would they have had a "finishing" of some kind? Would they still have that sandy color?
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Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
Right. Chucking a huge list of buildings (specific names and generic names too!) into a block of text is tedious to read. Much better to just have a couple of rows of portraits and you can hover over the portraits for their tooltips. -
Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
Builds should just show all of the building icons. Having a giant list there in paragraph form is goofy. lol -
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Confirmed. I went to go make something awesome and incredible, but instead was thwarted by this dastardly Fatal Error. (And if you read the error, it doesn't make much sense)
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Yeah, by hand.
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- 28 replies
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- skirmish maps
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(and 2 more)
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