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Everything posted by wowgetoffyourcellphone
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Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
Part of having a socket would be as a gameplay convention, allowing the player to build the dropsite out of their territory. -
Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
Indeed. That's why Stone "mines" would be called Stone Quarries and Metal "mines" would be called Metal Mine or Mine Shaft. -
Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
I tried mixing the two, to some decent results. Their textures are quite grainy with a lot of noise. It might be better to reduce the detail of the diffuse texture and instead add detail in the normal map, perhaps similar to these: -
Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
The weathered one gives a weird lumpy shape to the top of the cliff face. I like the flatter tops of the cubic variant. Something between the two may be ideal. I imagine it'll take a lot of experimentation, though the current variants are already useful on their own. -
Not sure if Art topic or Gameplay topic. It would be great to improve the mines in the game. In ancient times, mining was quite advanced. I know it's an Age of Empires convention to just have piles of Gold laying everywhere, but with many other things 0 A.D. and WFG has improved upon in the genre, I think mines and mining can be another. Just with the assets already in 0 A.D. and Delenda Est, I was able to make a cool looking and more realistic mining depot than is currently in the game: Now, if anything the cliff face objects ("stone_savanna_cubic") should be more rounded and the "mines" more jagged, but you guys get the idea. It's a crude representation, but gets the point across (this screenshot is for my rework of Saharan Oases). Stone mines would look like open pit mines, while metal mines could look like mine shaft tunnel entranced. Both mining methods were used in ancient times. This in and of itself could be enough. They could work just like current mines, but be placed more strategically, be larger and more important. You could still have a couple of smaller starting mines in the home territory, but the bulk of a match's stone and metal would be mined from these larger strategic mines. To take it one step further, with a slotting concept you could add slots to mines whereby you can allow the player to "claim" mines by building storehouses there (and could extend this to a farmland concept where you claim juicy free farms by building a Farmstead on a slot). Like so: This could be a way to allow players to gather these resources outside their territory and provide points of contention outside territory boundaries while providing additional immersion. I hope you liked my brief presentation.
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What is your favorite mod?
wowgetoffyourcellphone replied to Sebastián Gómez's topic in Game Modification
wuuut -
Thanks. I'm reworking Saharan Oases (4).
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Alt-right click switched to destroy the building instead of capture.
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DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
DE did, and just fixed. -
Glory and Cult Statues
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I was thinking for the Gauls that they could get something like this But with some items like these details (antlers): -
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Aight. Well, Wikipedia says 20 feet tall, not 8 feet tall. Should I supply a scientific study, or what?
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I'm pretty sure they can get taller than what you have there. lol 30+ feet tall
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Special units and so on
wowgetoffyourcellphone replied to fatherbushido's topic in Gameplay Discussion
In DE I have the Black Cloak Thracians as Macedonian mercs, while more traditionally and Hellenisticly dressed Thracians go to the Seleucids. YMMV. -
Path of techs to upgrade units
wowgetoffyourcellphone replied to fatherbushido's topic in Gameplay Discussion
Since there are rank upgrades possible, these distinctions can be done that. Carts upgrade rank by ethnicity, Greeks upgrade rank per unit type, etc. Of course, cost and research time adjusted per number of units affected. -
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The problem with using Palmyra Palms is that they're named Palmyra Palms, which make them inaccurate for many maps, if you know what I mean. Since we don't just have "generic" palm trees, we have species-specific which have home ranges. Plus, the Mediterranean fan palms look so cool and clumpy.
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The game needs more of this! AO map?
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Can I request a revamp of of old Mediterranean Fan Palm? The current one is nice, but I think you can do better! Current ones: Lots of references of various maturity: I like the way these fans "layer" on each other. Will have a nice self-shadowing effect.
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Skirmish Maps - Number of Players
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
I think when wall lengths are "hidden" or overlap within turrets, man-made walls then cannot be extended to/from those turrets. But I just think as a general good idea to make them standard lengths. -
Skirmish Maps - Number of Players
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
IMHO, as an aside, regular walls should be remodeled to be standard lengths -
This is super cool, but I'm wondering if it shouldn't drop down under the raw material icon like a list.
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I feel like the coin icon needs to be 10% smaller to match the others.