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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This makes me think you don't have the latest NVIDIA driver and software.
  2. Man alive, a lot of those screenshots would look incredible with some SSAO.
  3. If you click that icon while running 0 A.D. it should tell you.
  4. Are you sure you're using your graphics card and not your onboard graphics?
  5. It wouldn't take much editing to add shoulder flaps, straps, etc, to the models before printing.
  6. Smoke I understand. Particles are a performance hit, but distance fog shouldn't hurt that much.
  7. hmm, lol, then perhaps it's your positioning of them. Looks kind of random, also too many planes. Check out the Carob trees in-game to get a better view of how the geometry in a tree canopy should be structured. The Baobabs are good examples too. Basically, you want a kind of "layered" look to the canopy planes to give some good internal self-shadowing. When you have a lot of randomized planes like you have now you create these weird shadows and odd intersections, which don't look as good as they should since all of your other artwork is top notch.
  8. I encourage you to use short range for LOS/Vision for now until there's some kind of "Engagement range" coded into the game. Lower vision range will help you/the player control the units better and they won't run off and attack whatever wanders into vision range. Also, a suggestion/tip for your videos. If you really want to show off some detail with your units, you can unlock the camera by Ctrl-D. That way you can zoom in further than the hardcoded minimum for your videos. Art tip: Use auto-smooth on the branch/leaf faces in the canopies of your trees. This will help alleviate that "planey" look to the treetops.
  9. No, it's not confusing. I currently have a workaround for this for the Romans (the completion sound of the required temples is the phase sound), but it's not a good workaround for the Han and Kushites (since their requirements are multiple items of a class, not just 1 like the Romans). It's essential, IMHO, if you're going to have auto-research phase techs to audibly notify the player when the phase has been auto-researched. Yeah, I knew it was somewhere.
  10. Barracks should have a round footprint.
  11. The Vae Victis effect for the Gauls can work here for the Xion and other nomads. Either as a cultural bonus or as a tech line. Another thing to mention here is that the Xion in Terra Magna, like the Kushites, Han, and Republican Romans in Delenda Est, have auto-researching phase techs. It would be nice to enable the sound effect for auto-researched techs. This needs a couple lines of new code in the sound manager, if I remember correctly from some past discussions on that.
  12. Messing around with the Xiongnu 0.1 in TM, I've come to these ideas: Should be able to build any building in own, ally, and neutral territory. All structures very weak HP/Health. Perhaps 33% of normal (besides the CC, which should only be slightly weaker than other CCs). Consequently, probably something like half the cost and build time. Perhaps a "Great Settlement" late tech that removes the unpacking ability of buildings, but gives them full-strength HP/Health. When Civic Center, or Chanyu's Hall is unpacked, its territory grants greater (perhaps double) health and capture resistance to all of the player's structures. Packing and unpacking should be faster than it is now. Maybe 30 seconds for the Civic Center, 20 seconds for Corral/Training Ground/Temple, and 10 seconds for a Yurt. A "Great Migration" late tech could reduce these pack times even further, perhaps by half. Make one Dropsite structure, instead of the current two. In fact, just have a trainable (from the CC and later from the Market) ox cart for a dropsite and dispense with the current unpacking dynamic for this structure. Make a new Market structure (nomads were strong traders) and put the economic techs there. Perhaps base the model around the current "food deposit" model. See screenshot below for a Market mockup using the "Storehouse" and "Food dropsite" models. I think they should at least get Outposts. Definitely need a Wonder. Blacksmith can double as the Siege Workshop.
  13. Unlike Total War games, 0 A.D.'s factions don't have predominant colors. The predominant color you will see is largely based upon the color chosen by the player.
  14. Basically, yes, that's the idea. Not so granular, but in general you'd find domestic animals when scouting, they'd convert to your side, then you'd garrison them into the corral for a trickle of food resource. Similarly, if you find wild horse it converts to your side, and then you can garrison it into a corral and it would benefit cavalry training in some way. These are like old-school relics, but unique-ified for 0 A.D.
  15. Animals as relics would be a nice feature.
  16. Swapping actors with a tech works pretty well, although there is a problem when the unit or building dies, as it reverts back to the old actor. Not sure if there's a Trac ticket.
  17. The soldiers from Epirus proper would be largely indistinguishable from other Greek powers, such as the Macedonians, Aetolians, and Thessalians. Though, the Epirote kings did hire Gallic, Thracian, and Cretan mercenaries, and had Greco-Italic allied units during the Pyrrhic War with Rome. These would largely use the weapons and armor from their own ethnicity.
  18. Does the team really want depth of field to always be on?
  19. I meant this as a guide for those on the forums... But by all means, be a jackass.
  20. It would be good for the team to precisely explain how to do this, then I can update this top post and we can sticky the thread. https://trac.wildfiregames.com/changeset/21726 ref: https://code.wildfiregames.com/D1142
  21. I like this one very much. Maybe have his eyes looking at us?
  22. Call it "Chaos" mode, as opposed to "Nomad" mode. Not bad?
  23. I'd just make it act like a treasure
  24. I once had the idea that you would train a "Tribute Wagon" which basically looks like a beefed up trade cart, you'd send it toward your ally and then their units could "gather" it like a treasure. This seemed a little much micro to me once I thought more critically about it. However, I don't think there's anything to prevent such a thing from being possible in a mod, even with current code.
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