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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Put some Egyptian placeholders mixed with @LordGood's Kushite buildings. Made some special modifications to some textures.
  2. Perhaps can sticky a thread for multiplayer problems like these.
  3. Lowering the default height as I suggest would allow for much larger mountains, if desired. But would also solve the problem I see in other people's screenshots where the sky box is ridiculously blurred out in water reflections. The obvious solution is to fix the skybox already, but my solution has the benefit of being very simple.
  4. @stanislas69 is working on some custom heads for the Kushite women. Can't wait to see these guys finished. @balduin @Sundiata
  5. That looks super nice. How did you do the walls of the acropolis? New mesh? Post the map file so I can make a super nice screenshot for you. Btw - the Propylaea really needs a AO map, and it would be awesome if someone modeled the Erechtheion.
  6. There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle.
  7. Other games have the random team feature. Thought it would be nice for 0 A.D. to have it. Seems something "missing" when I drop down the team menu. It's not a big deal. It's not something radical I dreamt up out of thin air though.
  8. Ehhh, gameplay isn't just about satiating the 100 or so players who play on the lobby. For every 100 players on the lobby, you have thousands more playing against the AI in single player or teaming up with friends. These people you never hear from, but they are still your audience. Sure, "balance" it some way, by averaging lobby ratings or whatever, but it's likely those who would use the feature don't care. If they did care, they wouldn't randomize the teams. Know what I mean?
  9. In what way? If there are any "imbalances" the player is accepting this possibility when they choose to set the teams to random. But "random team" isn't exactly random, it divides the number of players into equal teams, you just don't know who has been teamed with who until the match starts.
  10. http://www.historytoday.com/raoul-mclaughlin/desert-legions-romans-africa This article makes it clear that any scenarios or campaigns for the Kushites could involve at least 3 other factions already in the game. That's definitely a big item for the pro column.
  11. Here's what I would like to see when buildings get destroyed: I think the units should emerge from the rubble rather than "ungarrison" once health reaches 10%.
  12. My point is less about realism and more about gameplay. If you load up your ships with units, you gain a great advantage in firepower, but you should also be taking a great risk, that of losing your units in combat. That risk is mitigated greatly if all of your units just pop up on shore when the boat sinks. Same sentiment for me when talking about garrisoning arrow-shooting buildings. And if we want to talk about a realism thing: if a ship sinks, shouldn't some of the people on board die? The waters in the game usually represent the ocean, not some little pond. I'd imagine that most would drown, be killed by enemy ships when they tried to swim ashore, or be killed in the battle. Maybe @feneur could split this topic. My fault for derailing it.
  13. IMHO, each release should have a couple of BIG showcase items, supported by a plethora of small things. This is how you keep the interest high and momentum going.
  14. Texture filtering and antialiasing are easily controlled with your graphics card's driver software until such things are coded for the game.
  15. I still think that its ridiculous that if a ship is destroyed that the units inside "ungarrison" to the nearest shore. They should just die, except maybe if the ship is destroyed in shallows. I'd apply the same behavior to all types of units.
  16. Hell, make that a part of the current TAB feature. Replays AND while playing a match. It could show whatever the production queue is doing: training a unit or researching a tech, and include any upgrading happening. BTW -- I'm not suggesting anything that couldn't be done within the next, oh, 8 months between now and Alpha 23. So, it's less of a generic "suggestions" thread to me and more of a realistic features list for A23.
  17. I suggest a cross beam above the door called a lintel. lin·tel ˈlin(t)l/ noun a horizontal support of timber, stone, concrete, or steel across the top of a door or window.
  18. Put a unit queue in the upper right next to the tech queue, with the same functionality.
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