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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Bello Gallico was the correct term. Or Bellum Gallicum. Any Latin experts here? To make matters worse, Google Translate says Bellum Gallico. lol Yeah, @elexis, I think this term fits perfectly my dude.
  2. The p-i-p was interesting. I liked it. Maybe as an actual engine option?
  3. Checked them out. Didn't encounter any error codes or anything like that. Anything in particular you'd like us to look at? I really like the Zapotecs. I think Mayans would make a great addition to Terra Magna as well (preclassic and early classic fit into the game's timeline, with plenty of awesome architecture). Incas and Aztecs can go into Millennium AD (and they all can be combined into the official game, under a new release "0 A.D. - Epochs", coming soon in 2025!).
  4. I think the folder should be versioned too. Meaning terra_magna_02 or something, because it placed the zip into my git T_M folder. lol
  5. I figured work on the unit AI first, then the animal behavior. But even now, the dangerous animals don't always attack. Sometimes they wander around before attacking, which is fine.
  6. Well the reason I posted this thread the way I did was because I thought there would be broad and near unanimous agreement on this topic. Imagine my astonishment and frustration when that turned out to be false, at least from a few key people.
  7. May I suggest a less noisy base terrain texture? I really like those round forts.
  8. I'm still not understanding what you say the "root cause" is in regards to the texture. It's clearly a UV mapping issue on the model to me. The "new" and "old" textures you show don't adequately illustrate what you're trying to say. The player color bricks on both textures are in the same exact position.
  9. https://www.resetera.com/threads/aliens-colonial-marines-ai-fixed-by-a-single-letter.55247/ https://www.pcgamer.com/amp/all-this-time-aliens-colonial-marines-stupid-ai-may-have-been-caused-by-a-single-typo/?__twitter_impression=true Niice. Reddit discussion:
  10. Right, just a small adjustment of the UV map on the model. No need for texture shenanigans. @stanislas69
  11. I playtested it and it is kind of cramped. I really need that map resizing patch. Also, the bamboo models I took from Terra Magna are a real framerate killer for some reason. Way more so than the Cretan Date Palms. @stanislas69 @Alexandermb There is a distinct lack of Chinese fauna in the game for sooooome reason.
  12. Neat! I think from a gameplay perspective, the scale of the dunes is outsized from terrain features in most other maps in the game. I think if the dunes scale was reduced by about 40% you'd have something super cool here. Put a randomly seeded oasis in the middle surrounded by dunes or something and you got a stew goin. I like what you did with the ambient colors to make the dunes that orange color. Perhaps have a few variations between a set of few different realistic colors to make the map look slightly different each time. Also, too bad the game doesn't have SSAO. Would look so much better on a map like this.
  13. Well, I can't imagine that since DE has a Chinese faction. What I propose isn't really awkward. I think it solves your problem, while allowing for civs that are way out of the original "Part 1" scope, like Sassanids, et al. I think it would be super awkward in a Dacian Wars campaign if the Roman civ was training Triarii to combat Decebalus.
  14. ? I'm saying scrap the Part 2 thing and just have the option of time periods (or no time period) for game setup. The only "work" this makes is adding one line to the civ.json files and a selection option in the game setup code. With this, the game host can prevent a Republican Rome vs. Imperial Rome or Sassanids vs. Achaemenids situation if they want to (or they can just allow players to choose regardless of time period too).
  15. Eh, not really. This isn't Age of Empires where you are advancing a civilization through eons of time. The factions are (more or less) supposed to represent a general point of time. I could see a game setup option where the host can choose a time period, which would then cap which civs can be chosen by the players. So, this way the old "Part 1" and "Part 2" idea could still be represented. Host could choose Early (Part 1: Republican Rome, Carthage, Athens, Achaemenids, etc.), Late (Part 2: Imperial Rome, Sassanids, etc.), or Any period (some civs can span both periods). Maybe then later WFG or mods can add other periods, like the Middle Ages and Bronze Age. But for now, we'd have Early, Late, and Any.
  16. There are already games that handle this waaaaaay better than 0 A.D. Why try to reinvent the wheel with this particular thing? In Age of Mythology (a very inexpensive game, you should acquire it), soldiers ignore animals until one attacks a nearby unit and then they are triggered to respond. It's simple, effective, and doesn't require extra input (click a stance button to prevent animal holocaust).
  17. Not to be contrarian, I think it would more interesting for the Republican Romans to get a building overhaul to more accurately depict them in their middle Republican form. A less impressive civic center would go a long way there. Keep the more impressive stuff like the current CC and Colosseum and Triumphal Arches and Circuses for the Imperial Romans, a separate faction. I really can't see a reform system working very well in the game (not without a ton of work on the conceptual and programming sides). I am envisioning Trajanic legions fighting alongside triarii and I'm wincing. lol
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