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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Just loading times, right? Once they're loaded into memory there's no problem for modern rigs?
  2. How about a random map like this? In DE I call it "Nubian Frontier".
  3. 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...
  4. 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.
  5. Yeah, that was weird. WEST, EAST, and TIMURIDS. lol I wonder if they're using Unreal or some other widely available engine.
  6. 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.
  7. 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.
  8. 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:
  9. 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
  10. 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?
  11. As an aside, I think it would be super sweet if Iberian houses would "snap" to walls when being placed and look like this. Standalone houses would look like they do now, but if you "snap" them to walls they'd line up into row houses. Ima dreamer.
  12. It's probably good for someone to go through and standardize the texture sizes. 512x512 for a unit texture, for example, would be excessive. And then comparatively, it wouldn't make sense for a boar texture to be larger than a unit texture. No need for helmet textures at 512 if an entire unit is 256. Got to look at comparably sized items in the game world. A small vase should be 128. Etc. Judgments need made, but it would be good if artists made those judgments before they committed them. It's been better lately, but I am sure some stuff has fallen through the cracks.
  13. Someone asked me recently how I manage to make the game look so good in my screenshots. One of the major reasons is I refuse to use half of the assets in the game. If I think some tree models are ugly, I don't use them. If I don't think some terrains are up to snuff, I don't use them. I don't care about visual variety, I care about visual coherence. Just a thought. It's one of the reasons I am so excited about @LordGood new assets here. They're a much-needed update! I'd like to see some of the older/uglier gaia assets updated, definitely! If you would update some of the existing trees , bushes, and rocks that maps already use, then you can automatically make maps look better without touching a single line of map code. Some older stuff that can use updates: flora_tree_tamarix flora_tree_fig flora_tree_olive flora_tree_aleppo_pine (I like the funky and distinct trunk shapes, shame about the texture/canopy geometry) flora_tree_pine (a mix of "generic" pine trees) props/flora/bush (dire geometry) props/flora/bush_desert_dry_a (I use this one a lot on my maps, specifically desert and snow maps, but the geometry of the mesh leaves a weird "hole" in the middle) a lot of the "bush" actors in general. Only the small ones are good as-is (like props/flora/bush_medit_sm and _dry, I use those a lot) A lot of the decorative "stone" actors too. I use geology/stone_{biome}_med a looooot for general spiciness. I hardly ever use the larger stone actors because most of them just don't look any good, lol. If some of these can just be updated, then boom, a lot of the maps that use them automatically look a ton better. Same goes for the existing terrain textures.
  14. I am very much in favor of streamlining the maps in the game. There are currently 90 random maps in the game, of extremely varying quality. Many of them don't really follow any kind of theme, some are generic, some are specific, some are "novelty" maps. I'd rather a game have 10 supremely high quality random maps, than 90 random maps that are "all over the map" in quality and theme, lol. That's not to say that the game should only have 10, but 10 amazing maps would be better than 1000 mediocre maps. Ideally, each map should represent the game at its best. New players booting up a map that looks and plays bad would not bode well for the rest of the map set as far as setting expectations. Part of the problem is that the maps can only (understandably) use the assets that the game provides and the assets themselves vary in quality too. It would be great to go back and either (preferably) update or (unfortunately) eliminate some older legacy assets which are just not up to snuff, then adjust the map scripts accordingly. Some kind of overhaul is needed, definitely. Discussion can be had about how to organize the maps too. Novelty maps, like Snowflake Searocks I think should be organized separately from maps which are highly focused on the game's themes like Jebel Barkal. Just to name a quibble. Sorry, went on a tangent. Hopefully I didn't annoy anybody like @elexis
  15. These are going to look super nice. So, are any of the old Celtic shield assets going to be retained?
  16. This is a great idea, actually, so I don't have to make multiple versions of the same map with different numbers of players.
  17. While not ideal, DE makes this work with the 'Upgrade' feature. You can switch the Maiden Guard from Sword to Bow to Flaming Arrows and back.
  18. I've been rolling around in my head simply removing named heroes from skirmish mode entirely (but keeping them for scenarios, campaigns, and Herocide of course) and splitting off their uses to other units, such as Officers, Bannermen, etc. I could foresee an option to "upgrade" one of your Officer units to a General (or some other culturally specific designation), which is now your civ's "Leader" with extra bonuses and benefits. For certain Naval-centric civs, perhaps one of your Triremes could be upgraded to Flagship, with aura and other bonuses, or one of your Officers upgraded to Admiral.
  19. I reduced max gatherers to 4. Since you have to overlap the quarried objects, the pathing can really only allow about 4 units to gather from the individual blocks without lots of bad bumping into each other and shuttling glitches. These are starting to look really nice. For cliff ones, I wish they were taller/extended further downward.
  20. I believe max and min distance can only apply to objects already under the player's control, not gaia-controlled objects. Instead, could have neutral generic mining camp dropsites on the map next to the quarries that players can capture.
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