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Posts posted by wowgetoffyourcellphone
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It's not a bug. The AI simply just doesn't have the logic to capture neutral objects. The AI needs extended to do so. I hope for R28.
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Did you pay the amount and assuage his nag? lol
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20 minutes ago, real_tabasco_sauce said:
I.e Add two "well" structures in a valley that cannot be destroyed, but only captured. These provide a 30% farming bonus in a 50 meter radius. Players descend from opposing mountain ranges to take control of the wells.
Indeed, I've already started to include this level of abstraction in Skirmish maps:
Capture these farmsteads/mills to get a farming boost around them (with an aura).
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(I'd like to have those "totem poles" as props as well)
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Basically, in the center-back of the footprint would be this structure:
Then it would be cool to have a kind of hanging banner line, like this:
We can even make them sway a little in the wind. (maybe as a researching/training indicator, like the forge smoke)
Around the main structure would be stall-like structures for the venders and sellers. Made of thatch and wood instead of canvas.
I like how in these next screenshots, you see all of these props. Hanging herbs. Slabs of beef. Baskets of vegetables. Animal hides strung up. Jars of wine. Large bags of grain.




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6 minutes ago, ShadowOfHassen said:
I'm not sure I understand the difference between lyrical and ambient, I don't know a lot about music other than that it sounds good.
What I mean is, Omri's OG tracks are complete self-contained pieces. The other tracks are more like ambient sketches.
2 minutes ago, real_tabasco_sauce said:I like the OG honor bound too:
A lot more bombastic, isn't it? I kinda like it.
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2 minutes ago, seeh said:
great. btw what before game is started / config-time? random? language-specific? ( not important question. just loud thinking )
Personally, pre-game, I'd have the Main theme play once, then transition to 2 or 3 ambient tracks. I probably wouldn't bother having an option for it. It'd leave the option for in-match music.
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Back to the topic, I prefer the tracks that are less "ambient" and more lyrical. We have several "ambient" style tracks now that I'm not a huge fan of, but I've chosen to sprinkle in anyway. My favorites are the older tracks, such as
and
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6 hours ago, seeh said:
i understand your point. ppl are different. e.g. i have no historical background (knowledge). for me it makes not difference. and i feel no connection between the music and the civ. but maybe it should be. therefore my idea to enable players do same decision? checkbox in the sound properties don't take much space.
This could be an interesting option. "Civ-Specific Music" or "Random Music" in options. I'd have Civ-Specific be default.
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I'd do it by either lighting up the terrain with an overlay when you have a field selected to place or light up the field itself (like how it turns red if you have an obstruction in the way). Lighting up the terrain might be more useful, but break immersion more than lighting up the field itself, so I'd opt for lighting up the Field preview as you wave it around. Red overlay for obstructed (as is currently), hi viz yellow on unproductive land, and bright green overlay for productive land. To have gradations is to add unnecessary complexity, IMHO, as this is still a RTS game where players have a limited amount of APM in their brain banks. Different, of course, with a city builder or a turn based game.
As far as the art listed in the top post, if some of you would like to open the individual task threads (if they don't have one already), that would be very helpful, then I can use the OP as a meta post and link to all of the task threads. Don't worry about "getting it right," as a moderator and I edit your post if need-be.
Once we have nice task threads with information and references, etc. I can open Issue tickets on Gitea.
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7 minutes ago, Grautvornix said:
@wowgetoffyourcellphone thanks a lot for this comprehensive list!
If I may add, there should be a way that penalizes farms productivity if placed in a desert environment (biome). This would be a similar map handicap like other sparse resources (few trees, not much stone etc.)
Does that exist at all? (at least i did not notice in the past releases). This is particularly striking if you want to grow rice in the desert (I know it is a game and gameplay has to be well balanced against too much realism).
On the contrary I would like to propose availability of a "fertility aura" around oasis in such new maps if generated in the future, selectable by the map author. Do you believe this could be a feature for future map making? Such aura could also be connected to all water bodies as far as the map designer is using it.
For this to work, this type of aura certainly needs to be recognised by the game.
Need a way to illustrate this to the player. This should be an art-based thread, so how would you do it visually for the player?
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55 minutes ago, ShadowOfHassen said:
That does make sense-- it'd be kind of immersion breaking to hear something like Ammon Rah, if I played the Britons, or even Athenians. I don't think we have that problem, though?
I opened the very first civ json and see that "Highland Mist" plays for the Athenians, which is clearly a Celtic-inspired song.
1 hour ago, ShadowOfHassen said:I wonder if we should have the map dictate the playlist first, then the civ because sometimes the map designer might have a specific song in mind. (I really wouldn't mind listening to Ammon Rah if I was Britons playing in the desert maps). Also looking forward to the campaigns, I'm pretty sure we'd want to dictate what music we want to play in a campaign then leave it up to the civ
Creating playlists that the map can trigger would be nice.
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For some previous alpha it was decided to genericize the playlists a little, which is something I did not agree with. It made the soundscapes for all the civs too generic. For instance, hearing Celtic music when playing the Mauryas or whatever. Didn't make sense to me. Still doesn't make sense to me. My mod remedies this, but I'm not sure if I'll make a PR for the base game or not.
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Alpha 27 is near and it's time to start thinking about the art goals we'd like to hit for Release 28, which is a release we hope will make a big splash.
Finish the Cimbri faction (early Germans)
- New Market model
- Make the building models looked more "lived in" with props such as vines, etc.
- Commission an artist to create portraits for the Heroes, roughly in line with the portraits of other heroes already in the game.
- A new Wonder model.
- What else?
Create Ramming animations for Ramming Ships
- Essentially just need to "reverse" the walking animation for a few cycles, then go forward again.
- Can this be done programmicly or will it actually require new dae animations?
- There are several Ramming Ship models in-game.
- Add a "dust" or "debris" particle upon collision?
Terrains & Biomes
- Fill out the "Italy" terrains more
- Fill out the "Steppe" terrains more
- China biome?
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Need to replace the chief hunting source on Steppe maps (horses) and expand our Asian animal list a bit
- Saiga
- Mongolian Gazelle
- Goitered Gazelle
- Wild Ass / Onager
- Bactrian Camel
- Yak
- Przewalski's Horse
Persian Wonder
- Apadana of Darius
Perhaps a few more "Wonders of the World" to go in conjunction with a new "Capture the Wonder" game mode?
- Re-top Athena Parthenos model from DE to reduce number of triangles by half for inclusion in the game.
Battering Ram models
- Chinese
- Kushites
- Carthaginians
Add garrison flags to all Ship models
Hero Portraits
- Find someone to remake all our hero portraits at a higher and consistent quality?
More Statues, Shrines, Artifacts, Eyecandy
- Would like to introduce the concept of Cultural Artifacts to skirmish maps in main game.
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More Shrines, at least one for each civ in the game.
- Greeks and Persians are already covered.
- Statues and other similar eyecandy objects for all the cultures in the game, not just Greeks and Romans, although more Greco-Roman stuff would be nice too.
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10 hours ago, Vantha said:
Does the engine do batch rendering?
No, but instancing is something we want tho.
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2 hours ago, borg- said:
What about Athens and Kush?
+0
jk
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6 hours ago, Vantha said:
Actually bending the mesh is a lot more complicated and would likely require the models to have a rig.
I see what you mean, but it might not require rigs on every mesh. We can mess around with it for the R28 cycle and see what we can come up with. Let's do some research and see how other games do it.
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It's an improvement, but I think it would be even better if we could have a tag that would bend the geometry to hug the ground but still be vertical.
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Ugliest helmet, but pretty interesting. Thank you for sharing!
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23 minutes ago, Genava55 said:
Manor Lords has become a much better and complete game.
I'd really like an ancient version of this.

Ancient Food
in Introductions & Off-Topic Discussion
Posted