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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. think of it as an innovation or evolution of Age of Empires. That's what 0 A.D. represents at the end of the day.
  2. Something like this has a footprint slightly larger than a Civic Center.
  3. Regarding "hills" needed, we can use hills, cliffs, mountains, or simply pits in the terrain -- small depressions in the terrain grid simulating an open quarry. Different maps can use different methods. Doesn't require every map to have lots of hills everywhere.
  4. I did this in DE. The current bonus is just unacceptable.
  5. I have discussed many times the need for shuttle speed (the walk speed as units shuttle resources back and forth) so all infantry can be equally useful economically. However, DE bypasses this consideration completely by having classic Villager units instead.
  6. Some more cliff types and some mountain tops and we got a stew going baby.
  7. I like the updater idea. It would mostly make this discussion moot. Lol. Back on topic, just commit already. Lol
  8. I have it on good authority (I have ESP) that the current effect of the Lighthouse bonus is not what was intended. I think it should lift black map, but retain fog of war over all of the water. The current effect is kind of awkwardly OP.
  9. This is a totally separate topic, but Battle for Middle Earth II had some interesting things for their Gondor walls, which I think would be good to have for 0 A.D. Namely, there were "sally ports" which were small doors that allowed only allied units through one soldier at a time, while "gates" had greater "bandwidth" and allowed everything and anything through (provided an allied unit initiated the gates to open; the current 0 A.D. gate behavior). I liked this. Also, one could upgrade individual wall sections to arrow towers or catapult towers. I'd really like this for 0 A.D. It would add dimension to siege warfare.
  10. An anomaly on the Doum Palm (I believe) Also, I hope you don't mind me saying the Medit Fan Palms seem to have like 20% too many fans, but that's just me.
  11. I wonder if this could be a final step before 1.0 release. Call it an optimization pass. For now, it seems better to leave everything in separate files. The current DL size of 0 A.D. is not onerous at all.
  12. Indeed, the max texture size in originally-released Age of Mythology was 256x256 for EVERYTHING. Terrain textures? 256. "Cinematic" textures? 256. Extended Edition might have increased the maximum size, but back in 2003? Yeah, 256. lol
  13. Just loading times, right? Once they're loaded into memory there's no problem for modern rigs?
  14. How about a random map like this? In DE I call it "Nubian Frontier".
  15. It would be neat to unlock Thureophoroi and Phalangites for the Spartans with a Hellenistic Reforms tech, which is what I partly do in DE. But a part of me just wants to keep them Classically-centered. What to do.... what to do...
  16. At one point, all unit portraits used texture atlases and then were given an ID number that would pick the right section of the atlas texture. Though, that seems like yet another complication to now add something like that again. But maybe there are benefits that would outweigh.
  17. Yeah, that was weird. WEST, EAST, and TIMURIDS. lol I wonder if they're using Unreal or some other widely available engine.
  18. The problem is I'm not sure if many of my new changes would be compatible with A23. I guess finding that out would require less lazinessssss on my end. For instance, the new trees by LordGood and the afore-screenshotted stone quarries and cliffs would have to be bundled with DE.
  19. Oh absolutely. Save everything. You never know what could be useful in the future. Thank you! I figured there would be a name for the concept I was clumsily describing.
  20. If you play the Git DE, you get to preview a lot of cool stuff that official dev version hasn't yet implemented. I like to take all the new stuff added to the game and immediately play with it and iterate and try to get as much out of it as I can to showcase all the hard work of these guys as best as possible. Plus, perhaps my experimentation can be added to the core game or at least inform the team members on how the cool features and assets they've put in their game can be used, and then they decide. You can try out stone quarries right now on the Saharan Oases 2 and 4 skirmish maps. You can also gather food, berry-style, from these gorgeous fruiting Date Palms by @LordGood:
  21. Hey thanks. I should probably update it................. Whenever it does get updated though it's going to be so much better. Luckily those with the dev version of the game can play updated DE now from Github: https://github.com/JustusAvramenko/delenda_est
  22. Won't using 1 giant texture necessitate a model for each texture, since the UV would need to change? So, what you'd be doing is trading many textures for many shield models. Cost-benefit analysis for this? And would this make modding more difficult?
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