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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Do we have a word for villager, citizen, townsfolk, peasant, artisan, anything like these?
  2. I don't need to edit it or anything. I've just never noticed the effect.
  3. Nope, can't rebundle, even after my 7th attempt. Pyrogenesis keeps crashing at this point during the archiving: crashlog.txt and crashlog.dmp don't write anything new.
  4. So, for a while now this idea has been stirring in Wow's head. It's about the ambient noise in the game, specifically the music and the ambient sound, such as wind. So, imagine these three things happening, independently, and how it could immerse a player into the game world: Music Music is ever-present, but fades away the farther away a player's civic center goes out of camera view. So, as long as a civic center belonging to the player is visible, the music plays at full volume. But once the player can no longer see any of his/her civic centers the music starts to fade. This fade is proportional to the camera's distance from the player's nearest civic center. Secondarily, the music also fades the greater height the camera goes. So, if you zoom out, the music fades proportional to the distance, even if a player's civic center is in full view. The music never full fades out, but it's a noticeable effect if you listen for it. Wind This is an ambient sound effect based solely on the altitude, or height, of the camera. No "Wind" at standard camera height, but this sound effect starts to fade in proportionally as the camera is zoomed out to max altitude. So, as the music fades out, high altitude wind starts to take over. Map Ambient This is ever-present on the map, but fades in louder the farther away the camera is from any player's building. It fades out as more player buildings come into view. It also fades out to nothing as the camera approaches max altitude. Wow's not sure how difficult this would be, but Wow thinks if it's a subtle well-done effect, then you'll start having a memorable soundscape for the game. Each effect would have its own constraints and constants, so would largely be independent from the others, though would mesh together in the gameworld.
  5. Which template element control that? Or is it strictly component/script-based?
  6. Set the mod version to 0.0.02 in the rebundle (.03 for the Git repo). Added a merc unit for the Indians, finally. The Deccan Tribal Levy, a skirmisher. Any other suggestions? @Sundiata Will rebundle and upload tonight.
  7. Absolute "best" imho would be to assign rain to cloud actors/entities that can travel across the map. But, hell, beggars can't be choosers. "Whole map" or placeable objects or whatever you can make happen I'd be happy with. Whole map "rain shower" and "thunderstorm" options would be acceptable too. Almost anything is better than the rain we have now.
  8. I agree with you regarding the unit types. A spearman is a spearman, really. But, I could see Hoplite-class spearmen being used differently or having different stats from a standard spearman (heavier armor, less speed, lower cavalry bonus, but greater attack). I can see Persian Sparabaran being used differently by setting up shield walls and swapping to bow. Pikemen, likewise, have different stats and uses from a "standard" spearman. Mauryan spearmen could be more massable and trashy. Roman spearmen (Triarii) could be trained at the Elite rank and be more expensive, but not be accessible until Phase II.
  9. All of this stuff, including other traditional diplomacy screen stuff, can't fit on one screen, so there will need to be some kind of tabbing or extra windows.
  10. Nice! I'll use the "old" model for the Roman Auxiliary Barracks.
  11. Awesome! Are you working on rain effects too? Those raindrops seem to be falling correctly, not like they do now.
  12. True, but I thought it was a nice parallel at first and helped people understand which vanilla release was compatible. And what if there are 22 more alpha releases? lmao, I'd have to skip 0.0.23! But yeah, maybe I'll start the numbering over again at 0.0.02 or something.
  13. It still needs redesigned, I was just wrong about the scale being too big. If anything, some of the other barracks are now too small compared to the archery ranges and stables. The Roman roof colors are fine.
  14. It's just a grate or door, not a portcullis. *shrug* Surely they had access to the "Iron Bars" technology. Unless you had an aesthetic problem with it?
  15. No one ever trusts me. It's why I'm not a joiner. lol One need only a small amount of imagination to imagine some changes made to the FOW renderer to render the mountain in the black map prior to being discovered (could be an actor tag), so that it just doesn't pop into existence. We could use such a tag for certain large objects (such as Wonders). Something like this could be the basis for an "Open Pit" stone quarry. https://sketchfab.com/models/9fe7d680d62e470b8810524f712f9cb5
  16. I misspoke. When comparing the Roman barracks to the Roman archery range and stable, it's a pretty good size.
  17. Sure they can be. They can be given an obstruction (and be unselectable) in-game. I could see even backing a shaft mine up to them that players can build a storehouse on a slot to capture and gather metal.
  18. I was saying to the artists they could model some mountains. It has been mentioned before so they know what I mean.
  19. That would be hard to integrate into one diplomacy screen with tribute and other info/features. What about as a tab or pop-up window accessed from the diplomacy screen?
  20. Yeah, I just looked at it and besides all the broken models and actors, a lot of the work isn't up to your current standards. Some stuff like a couple of the terrains, the barrels, the ferns, the carts, and the barriers are all good. Other stuff notsomuch. You're much better now.
  21. Outhouse should be a buildable structure. @Sundiata we need some research. @Lion.Kanzen we need references.
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