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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Making the tails and manes separate objects kind of invites these kinds of issues. Now, to make proper variation with multiple horse props (like for stables or chariots) you have to make new mane and tail actors for each horse prop (with new corresponding variant names).
  2. Confirmed. Latest updates cause frequent crashes.
  3. So, RTS games tend to have a boom/snowball effect, exponential growth. Unfortunately, the cool batch training in 0 A.D. only exacerbates this effect. But what if we turned that around and made it very easy to train, say, the first 200 units. Either in resource cost or train time. But the closer your get to the max pop (300 in this case) the more expensive or longer it takes to train units (a quasi asymptotic curve). That way there's a kind of self-balancing effect. And at the end of the day it's less about overwhelming the opponent with sheer numbers and more about strategy, tactics, and unit composition. One can make the effort to max their pop for that extra edge, but it takes a lot more effort to do so. Another way to do this instead of using a cost curve, would be to allow players to upgrade their soldiers with Ranking techs, but doing so makes them more expensive and take longer to train.
  4. Yep, they are more limited than Food and Wood. You can also get more of them through trading with allies or trading with your own markets. You can also get more with tribute.
  5. Lol nah. Mine is just a hack by editing numbers in local.cfg. The comprehensive solution would be to code a new rendering matrix for isometric. And then you need new audio code for the sound effects since the current code is semi 3D and doesn't work quite right for a 2D representation.
  6. Not necessarily. This is a custom skirmish map from Delenda Est, with its own lighting scheme. Plus my graphics card is super primo. But some of the assets, like trees and terrains are improved. Definitely.
  7. Nice, so what we'd do is scale it down. This is done by scaling down the "amount" of each feature rather than scaling the whole thing at once. So, the final one would have only 4 windows up top, not six. The inside collonades would be 4 columns instead of 6, etc. Doing it this way, the outer walls naturally shrink laterally to fit. The height axis remaining the same.
  8. For this example, what I would do is scale up the tent and each tower to better scale with the units. The ship's hull can remain the same size.
  9. I have tweaked some of the variant files for the mod, yeah. There are 100 more things I'd still like to tweak, as I'm sure you know. I might make another video tomorrow, this time with the standard 45 FOV camera for comparison. I got OBS to work. Spending 30 bucks on Fraps was a @#$%ing waste. lol
  10. Feel free to edit these settings as you wish. Note: You'll need to disable real depth for water in the in-game graphics option menu. ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true materialmgr.quality=10 materialmgr.PARALLAX_VHQ_DIST.max = 30 ; Standard View ;view.zoom.min = 40.0 ;view.zoom.max = 200.0 ;view.zoom.default = 120.0 ;view.fov = 45.0 ; Isometric View view.zoom.min = 800.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 300.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.1 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.scroll.speed = 200.0 view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work hotkey.camera.rotate.up = L ; Rotate camera to look upwards hotkey.camera.rotate.down = L ; Rotate camera to look downwards hotkey.camera.rotate.cw = L ; Rotate camera clockwise around terrain hotkey.camera.rotate.ccw = L ; Rotate camera anticlockwise around terrain hotkey.camera.rotate.wheel.cw = L ; Rotate camera clockwise around terrain (stepped control) hotkey.camera.rotate.wheel.ccw = L ; Rotate camera anticlockwise around terrain (stepped control) ; > SYSTEM SETTINGS hotkey.screenshot = F7 ; Take PNG screenshot hotkey.bigscreenshot = "Shift+F7" ; Take large BMP screenshot
  11. Well, yes. Duh. But that is not possible to depict in the middle of a skirmish. Hence the most distinctive and useful element is depicted.
  12. After the latest svn changes to UnitAI and reapplying your suggested changes, it no longer works. No player controlled animals can move, not even domestic. Can you advise?
  13. So, I just buy both AssCreed: Odyssey and Titan Quest: Anniversary Edition for my "son." Actually for both of us. Anyway, the graphics of these games are incredible, as well as the art direction. They can really provide inspiration for 0 A.D. Rural horse stable:
  14. It's basically the same issue with wandering animals. Whales use the same wandering code as deer and elephants.
  15. patches=" 128 " works and creates a very very large map. If set to 256, then Atlas refuses to load. See if 128 works for you.
  16. Mmmm. You're right to try to spruce up the roofline. It is quite bland. I think the round part though looks like late Romans/Byzantine as Lion suggests. I would try making the 1st floor "wings" more symmetrical. So both either have roofs or are parapets.
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