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Everything posted by wowgetoffyourcellphone
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The good feeling of the game
wowgetoffyourcellphone replied to Eskandar's topic in Gameplay Discussion
nono, that's in DE. Can't have that. j/k -
Train Times
wowgetoffyourcellphone replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
In Delenda Est, the train times are as follows. While longer than EA's train times, DE's don't exactly mirror your suggested values: Citizens/Villagers/Slaves: 15 seconds Infantry: 15 seconds Cavalry: 18 seconds Champion Infantry: 18 seconds Champion Cavalry: 20 seconds Mercenaries: 5 seconds (but are only trainable in limited numbers) War Elephants: 25 seconds And so on. Values like these definitely give the beginning of a match a more deliberative pacing. While in the late game they don't hamper frontline reinforcement much, since by then the player is likely to have multiple training centers. -
I honestly disagree (hi there). I don't think the heads need to have 300+ vertices or even 144. The current head could use some new UV mapping and some adjustments to the geometry, but the newer ones make the dude's head look strangely fat, IMHO. I think something halfway between the current head and proposed head would be more ideal, both in geometric shape, number of vertices (if absolutely necessary), and UV mapping.
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Mayan Classic City States 250 AD to 900 AD
wowgetoffyourcellphone replied to Lion.Kanzen's topic in 1,000 A.D.
A challenge to balance, but a welcome one. -
https://wildfiregames.com/forum/index.php?/search/&q=POGs&search_and_or=or
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Hypaspists and armaments
wowgetoffyourcellphone replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
There's also the view that how "heavy" the armor worn was also based on position within the Macedonian phalanx. Front rankers wearing "heavy" armor and face masks, while the rear rankers wore no body armor and merely a pilos-style helmet. It's not so clear cut as me staking a position ("They wore heavy armor or armor based on the mission") or you staking a position. There was position within the phalanx, as I noted, and then also actual rank. Higher ranking officers would (GENERALLYYYYYY) wear heavier flashier armor, while lower ranks would wear more basic armor. I would love to have battalions in the game so we can depict all of these conditions and variations as accurately as we can. Have a flashy looking officer in the front right, with a standard bearer behind him; most of the front couple of ranks wearing heavy armor variations, then medium in the middle, and no armor in the back (with a lot of variant bleed between the rows, not defined harshly). -
POGs may be your solution.
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looks good. Commit?
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More Units for Roman Republic
wowgetoffyourcellphone replied to Silly Cat's topic in Gameplay Discussion
The Republican Romans here are during the 2nd Punic War, so if you can find references for allied or mercenary units the Romans used in this time period and we can see what we can do. -
The p-i-p was interesting. I liked it. Maybe as an actual engine option?
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Nice.
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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!).
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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
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Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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. -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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. -
Persian temple textures missing?
wowgetoffyourcellphone replied to Hidan's topic in Eyecandy, custom projects and misc.
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Persian temple textures missing?
wowgetoffyourcellphone replied to Hidan's topic in Eyecandy, custom projects and misc.
I am making a fix now. -
Persian temple textures missing?
wowgetoffyourcellphone replied to Hidan's topic in Eyecandy, custom projects and misc.
I see it now. Why didn't you say that to begin with? lol -
Persian temple textures missing?
wowgetoffyourcellphone replied to Hidan's topic in Eyecandy, custom projects and misc.
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. -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
And why this game's gameplay has stagnated.
