-
Posts
11.030 -
Joined
-
Last visited
-
Days Won
558
Everything posted by wowgetoffyourcellphone
-
Right, but I'd rather let the player the ability to delete it up to 99% completion (after thinking about it a bit) so foundation.xml works fine. If I change my mind back I'll switch it to construction.xml.
- 4 replies
-
- 1
-
-
- identity
- undeletable
-
(and 3 more)
Tagged with:
-
Thank you. The "ideal" threshold might be 50% finished or 1% finished or 99% finished. Your solution looks like it'll make the threshold 99% which is okay to me for now, but others might want something more comprehensive.
- 4 replies
-
- 1
-
-
- identity
- undeletable
-
(and 3 more)
Tagged with:
-
Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they do regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears). -
Even if a building is undeletable (a CC for example), I think a placed foundation of the building should still be deletable if it hasn't yet been touched by a hammer. So, if you place a CC foundation, but no unit has started constructing it yet, then it should be deletable.
- 4 replies
-
- identity
- undeletable
-
(and 3 more)
Tagged with:
-
Article about siege war under Han dynasty
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Rise of the East
Video shows rammed earth walls. 0:24 1:44 -
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:
-
-
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.
-
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.
- 28 replies
-
- 5
-
-
- skirmish maps
- mapping
-
(and 2 more)
Tagged with:
-
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:
-
And yet so ugly. Ugh.
-
-
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>
-
As long as it's not taken out of the engine, you will see splash damage in DE.
-
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?
-
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 -
