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Everything posted by wowgetoffyourcellphone
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Do you know what commit that was by any chance?
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Onagers did not have wheels. They were assembled on-site.
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Player color?
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Pretty sure the other trees don't have back faces. I think the back faces on the cretan palms are there because otherwise they'd be visible at low viewing angles.
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0 A.D. shows up in this entertaining list:
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I'd just brighten everything up, including the roof. The rooftiles could be more of a Roman tile color.
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Yeah, a nomadic system too. So, then you have these 4 styles of play to choose from, and one style can be used for each civ. Some are obvious choices, others you have to make compromises to fit a game environment. AOE style Villagers/Soldiers Civs with "professional" armies Empires Ascendant style Citizen-Soldiers/Female Citizens Delenda Est style Slaves/Citizens/Soldiers Slaves only gather, trained at the dropsites after building a Market Citizens suck at gathering, but are good builders which can build civic and economic buildings Soldiers can't gather, but can build military buildings Nomadic style "Egalitarian" : Use the Empires Ascendant style, but Female Citizens are also Citizen-Soldiers too Slaves bought at the Market Ranching/Corral bonuses and Looting bonuses Dropsites are Ox Carts Cheap, weak, packable buildings No territory effects Any of the above can be tweaked, streamlined, made more complicated, or hybridized based on the civ. So, Imperial Romans might use AOE-style, but add Slaves as cheap gatherers, a hybrid style. Or they could use the Delenda Est method, where the soldiers can also build. Spartans can use the Empires Ascendant style, but add Helot Slaves. Iberians could be strict Empires Ascendant style. Scythians and Xiongnu would have the Nomadic style, but maybe the CC of one does cast a territory effect for some kind of bonus, while the other's does not. Lots of possibilities here.
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I really like the look of the Cretan palms. Perhaps reducing the foliage from 30 fronds to 25 would help (that's a reduction of 320 tris right there), also making the bottom frond geometry cheaper (use flatter geometry for the downward pointing fronds, 4 quads per instead of 8; for, say, 5 fronds that's another 160 tri reduction), and rounding out by taking out any back faces that are obscured from the camera (maybe another 100 triangles gone, for a total of 580 triangles removed from each tree, which could be significant if you have 50 trees on screen). I'm no good in Blender and my 3DS Max subscription had lapsed long ago. @stanislas69 @Alexandermb @LordGood I actually don't think the Aleppos look that great to begin with. Mostly a texture issue as far as looks, but the geometry could use work too.
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No, thank you. lol The fighting and sniping would be unbearable. Plus, a lot of the other modders already disagree with some of the main changes made in DE. Best to just have separate mods doing their own thing, and taking good ideas from each other when desired. While core game tries to make cool things possible. I think there should be various types of economic systems. A. AOE-style: Villagers build and gather, while Soldiers do nothing but fight. B. 0 A.D.-style: Citizen-soldiers and Females, exactly as the core game is now. C. Slave-based/DE style: You have Citizens, Slaves, and Soldiers. D. Any combo of above, perhaps have dedicated Citizen units, but also Citizen-Soldiers. Each culture can have any of the above, based on what makes sense historically. For instance, for Imperial Romans and Early Byzantines, you'd probably use an AOE-style system because the soldiers were all professionals, but add Slaves as a cheap gatherer. Spartans would use some hybrid system, with Female Citizens being your "Citizen" unit and Helots being the "Slave" unit, with your trash soldiers also being builders and Spartiate units being your dedicated fighters. Celtic civs could use some kind of peasantry system that takes ideas from all of the above. Iberians could use the classic 0 A.D. citizen-soldier paradigm.
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I did. Somehow I lost this line of code in the template: <UnitAI> <DefaultStance>standground</DefaultStance> </UnitAI> Just imagine my confusion when catapults start rolling around everywhere, packing and unpacking without orders, attacking random targets like an archer. EDIT: Okay, catapults/stone throwers still unpack and attack things when not tasked to do so. Was that always the case?
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There's got to be something else going on here with the model or the render stats counter. 2000 triangles would mean each frond would have 60+ triangles if you had 30 fronds per tree.
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I may have broken something in DE, so I will check the public mod templates to make sure.
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lol, yeah, most units rush after anything that crosses their vision range like berserkers. That's kind of a different discussion, stances. Catapult behavior was kind of parallel to but not exactly like other units.
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My honest guess is that they will rely on mods to carry the gameplay forward. In an open source project like this, if you get someone on the core team with a strong vision for the game there will be a half-dozen others to tell him/her why it shouldn't be that way. That's why, IMHO, there has been no major gameplay change in years once the "base" gameplay features were put into place [ the work @elexis has done making cool and interesting scenario-based random maps notwithstanding; his stuff works within the framework of the existing core gameplay though ]. So, the best course of action would be for the core team to just make all the things you mention possible and let mods run with them. The core game doesn't have to have all that stuff, but if the engine can handle the kinds of features asked for by the major modders like the Council of Modders guys or suggested in the more fleshed out gameplay proposals [see ] then you have the basis for some cool stuff down the road.
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This wouldn't work I don't think, because while cannons have wheels, catapults don't.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Hmm, it would be nice if these guys got their own Workshop/Range/Stable/Elephant Stables models. They use Egyptian models for now, which don't look bad, but they use Hellenistic/Ptolemaic props like shields and such that don't fit the Kushites.- 1.040 replies
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The unit AI for catapults seems to have been changed to make them more autonomous, packing and unpacking at will in order to attack moving targets on the map. Does anyone have a strong opinion about this? I kind of don't like it, but mine's just one opinion. I liked their previous behavior better.
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Nevermind, it wasn't too late. lol, but too late now...
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hmmmmmmmmmmmm
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Imho the Roman cc should be the upper limit as far as footprint size of cc. Tge Byz one looks to exceed that.
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Tree performance
wowgetoffyourcellphone replied to aeonios's topic in Game Development & Technical Discussion
It used to work IIRC, but I just tried it and it and upon loading up a match it threw all kinds of shader errors.