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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I still don't think everyone understands the work necessary to create a good narrative campaign that will work for modern players. Yes, we can string scenarios together and put some text on the screen. That was fine 20 years ago. Today, people will want to see cut scenes (whether pre-rendered or with camera tracks in-engine) and have audio tracks and dialogue. You'll want custom animations too for the cut scenes. What you're talking about is: A screenplay for the entire thing New animations Camera tracks Scripted events 20+ custom maps New code for cut scenes and other things Foley work for new sound effects Voice acting work and sound editing - Huge UI work --- Essentially, you are taking what we've done for the game so far and then almost doubling it. The Macedonian campaign took and is taking a lot of work. Good work has been done. Even then, it has almost none of the things I listed and what an official campaign will need. I'm not poo pooing anyone's ideas. But if it's the will of the Council to cast the Ring into the fires of Mt. Doom, then I'll see it done. I just think a Strat Campaign, while taking a lot of work in itself, would be easier to achieve.
  2. Could a basic narrative campaign be done? Sure, but because of the nature of the game it would have to be historically based, and that limits how many civs you can use. We could go the AOE2 route and have a dozen different historical campaigns, but that's now 12x the work. Audio tracks alone, a lot of work. Finding voice actors, etc., making music cues. A narrative tutorial is necessary, I agree. But that will need to be done regardless. Creating fully-realized narrative campaigns would be the difficulty.
  3. I think the game's engine could support Narrative Campaigns for single player, but due to the sheer amount of work involved, specifically recording sound FX, dialogue tracks, writing the story and dialogue, camera work and cut scenes, building 20 scenarios, etc., WFG can't put that kind of effort into making something official. We could adapt work from others, such as the Macedonian campaign, but to truly make a narrative campaign from scratch would be nigh impossible. That's why I think some kind of Strategic Campaign or multiple Campaigns would be easier to achieve for single player. What do you think? The image above is from an aborted projects I was involved in 14-15 years ago, but is illustrative of the concept.
  4. You are right to point out inconsistencies. We can definitely correct them.
  5. Aegospotami -- We are defaulting to the classic English translation names. For instance, Themistocles, not Themistokles. Aegospotami, not Aigospotamoi. etc etc etc
  6. Ah yes. In SVN, tech requirements are moved to their own component. Just move this out of Identity: <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements>
  7. Perhaps: <Requirements> <Techs datatype="tokens">-phase_town phase_village</Techs> </Requirements> Remove the old requirement too. May work
  8. Unfortunately, the camera in Atlas is not isometric/orthogonal.
  9. This would be difficult, but not impossible. I imagine you'd have to download all of the assets, import them into Blender, then render them all in 2D, including the unit key frames to animate them.
  10. Okay. Thoughts: This Fortress expansion could have a smaller territory effect, like Military Colonies, and only train women and Spartiate champs. Or not train women at all.
  11. Agreed, this is good too. You can even turn off the GUI with alt-G. And then if the distance fog is too much at that height, you can turn that off in options.
  12. The screenshots are likely created in Atlas, where the camera is easily changed without any restrictions.
  13. Nah, in fact, I'd add Agesilaus II and give him a cavalry bonus. As others have said, we could remove one or more of the standard Stable techs to effectively nerf the Spartan cavalry. The Market is an important structure besides trading. I'd just remove some Market techs and then give the current Macedonian storehouse bonus to Sparta instead (and make up something new for the Macks). As discussed, I'm no longer against this. Mehh, again, we can just make their Stone Defense Tower upgrade more expensive or something. The towers fill an important role in the overall meta. Yes. Yet, Helots were used many times in skirmishing roles. Yes. Except I'd maybe suggest they train from the Storehouse and Granary. Yes. Yes.
  14. We already have the Syssitia for their Academy* class structure, so I'm not sure what a Dromos would be for, other than to give some kind of global movement aura. It also has the same problem as a Roman Circus, in that the model would need to be relatively large in order to adequately convey what it is. Well, the Spartan houses have already been modeled and textured to look rougher than the other Hellenic houses. *What I call any special champion-training building: Syssiton, Gymnasion, Han Academy.
  15. I'm not particularly wedded to Sparta having a Theatron in the base game (EA). I think representing a wooden theater somehow would be cool though and I like your idea of the Athenian theater upgrading from Wood to Stone. I think the current stone theater is too Roman in design and needs pared back, specifically the 2nd story/roof over the skene (aka stage).
  16. But at least with a modified BuildingAI, garrisons can still affect number of projectiles? Standard UnitAI does not allow this.
  17. You are sure you are exporting just one single mesh?
  18. Difficult to see what is happening. Standard UnitAI or a modded BuildingAI?
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