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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Make the oars a separate animated actor with no AO, and the main part of the ship a non-animated actor with AO.
  2. Juggernaut can just be ptolemies special tech to improve the quinquereme. definitely, with AO maps etc. The greek trireme definitely needs AO map.
  3. Could have entity flags that make them show up base on victory condition or gametype. Use tokens.
  4. I like the idea of capture points. Could use mercenary camps for this.
  5. Thracians, Scythians, Aksumites, Hans, Pontians, Numidians, and maybe Armenians. These would give a great variety of strategies and variety of artwork.
  6. In DE, has tech called "Tax Collectors" at the market building. Gives trickle of Food, Wood, Stone, and Metal resource for each market. Adds up over time. In the house, there is also tech called "Ancestor Worship" that give very small trickle of Glory resource for each house.
  7. no problem. Maybe find a suitable height and then use the flatten tool to make the whole floor that height. Experiment. Atlas is not a bad editor. It has a lot of potential and is easy to use at an alpha stage.
  8. Best solution for you right now is to go to Atlas map editor, lower the water level so you can see the ocean floor, then raise the ocean floor so that it is not so deep. Then raise the water back where you want it to be. The camera still tracks to the ocean floor, but if it is not too deep the camera will not submerge.
  9. No, a programmer needs to fix it in the game engine so that it work for all map. We will have to wait -- problem happen on my map too. Hopefully a programmer will see this and decide it is interesting or fun to work on it. lol
  10. Pieces height can be calculate relative to water plane height.
  11. Sorry, Trac is the way problems are reported and worked in by team mates and open source contributors. trac.wildfiregames.com Here are list of active Trac tickets: http://trac.wildfiregames.com/report/1 EDIT: Here is relevant ticket: http://trac.wildfiregames.com/ticket/3892. IMHO this is a very important ticket. #3892 new defect Camera height should be relative to water level Reported by: sanderd17 Owned by: Priority: Should Have Milestone: Backlog Component: Core engine Keywords: Cc: Description Currenty, the camera height is only relative to the ground level. So on maps with deep water, it's possible the camera gets submerged suddenly when zoomed in. And example can be seen on the Golden Island map. In a less extreme case, the camera can still come very close to the water level, and it's possible to get the camera into some ship. The camera height should be calculated as being relative to the maximum of the ground and water level
  12. This has been problem for long time. Let me see if there are TrAC ticket.
  13. Hi gu. There have been a new city found by archeologist in central Greece, near small town of Vlochos. Is in Thessaly, in ancient times a source of the best cavalry in Greece, until Philip's Companion cavalry bested them, then they become 2nd best cavalry in Greece. Anyway, people knew of the site from before -- locals can see the outline of the walls in the ground on the hill, the acropolis of the city -- but previous archaeologist thought the site was just a small settlement of no importance. But now with ground penetratration radar and satellite imagery, they have discovered the site is much larger than once they believed, and now think it is actual city instead of small village. Here is the google map of the acropolis. You can clearly see the outline of the walls. Ground radar have already reveal a city grid of roads and building foundation! https://www.google.com/maps/@39.4930602,22.0883513,1919a,20y,41.06t/data=!3m1!1e3 I can see outline of even wall tower! Archaeologist belive city founded in 500BC, then abandon after the Roman conquests. http://www.atlasobscura.com/articles/found-a-lost-city-in-greece http://www.gu.se/english/about_the_university/news-calendar/News_detail//swedish-and-greek-archaeologists-discover-unknown-city-in-greece.cid1416535#
  14. I think best bets for civ in timeframe are: Thracians, Scythians, and Aksumites. Hans can be good to include in the game for modding proof of concept.
  15. How is the wall place code bad? Can it be fixed?
  16. I can imagination see it in my head how it all work, and it is quite simple and intuitive, but it's hard to put it into words. Like a dock, the end of a bridge can only be place on a shoreline. As you stretch the length of it, like place a wall, it will preview what you are doing. Then the other end under your cursor will "snap" to the next shoreline, like how walls "snap" to existing wall tower, but you can wave it back and forth along the shore to place it where you want to. I think there would be a max "angle" of maybe something like 20 degrees across the water course. Maybe test that out if implemented for best max angle. I think bridge would have a max length and a min length. When the wall placed, the foundations show up in the watter and the units start building the bridge from foundation to foundation from the starting end of the bridge until completed. Maybe 2 bridge, 1 stone and 1 wooden, wooden is destructible if you right click or alt-click one of the pylons of the bridge; clicking on the span surface does nothing but move units to that spot.
  17. I would say bridge can only start and end on a shore.
  18. It's possible to make units consume food right now with a negative trickle. Unfortunately the total food goes negative and it does weird stuff with food costs of units and technologies. I have tried it.
  19. Pathfinder has to update the path grid all the time for new buildings {blocked paths} and depleted resources {new paths}.
  20. Let's discover what this can be for each civ. Athenians: olive grove Rome: grape vineyard Others: ?
  21. This patch work very good. It is a good first step. Would be worth to commit this and then change behavior later after testing. What behavior I think can probably be: All units when garrisoned will garrison inside. If you want your ranged infantry to go up to the battlements, click the "Reinforce Battlements" button. There's also a "Retreat Inside" button to re-hide the units. If you want to restock the battlements with fresh ranged infantry after some of have be kill, click the Reinforce Battlements button again. Maybe also have a auto-reinforce button -- kind of like autoqueue in AoM. ADDITIONAL ENHANCEMENT: 1. can set default behavior in the options menu -- hide when garrisoned, or auto-reinforce battlements. can set default stance in options menu too -- like in age of mythology -- but that's a different thing. 2. A new garrison hotkey can adjust the garrison behavior on the fly. 3. Visual enhancement: The selection ring should be at their feet, not on the ground. 4. Vsiual enhancement: Units on battlements don't show silhouette, but this can be debated, gameplay may trump. Of course, none of these suggestions and anhancements have to stop the patch from being commit right now, unless coder find some code problems. You guys should try iterating on this feature and see what makes sense to you as you go forward with it.
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