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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Need highlights around the mouth, right now look in shadow.
  2. @niektb and @Lion.Kanzen get credit for some icon, that's true. Forgot to tell enrique that much, I knew I forgot somebody!
  3. I use Celtic archer as the 2nd Gallic/Briton mercenary from the mercenary camps. 1st one be the Naked Fanatic of course.
  4. Let's think of Spartan trait or historical event that is well known or impact to their character. I like "Peloponnesian League" as the bonus name, because it implies "team" or "alliance" in the name, but what is the effect? Sparta had dual kingship. Sparta had a council of peers or citizens. Sparta culture was admire, even by some prominent Athenians. Sparta was insular and fearful of servile revolt. Spartan women were emancipated. Sparta supported oligarchic governments in "allied" or servile cities. Sparta famously did not have city wall until the late Hellenistic age. Sparta famously took youths at young age to train them in the Agoge. Prominent families in other cities sent their sons to Sparta to be trained in this way too. Sparta often had contingent of other cities soldiers on one of the wings of their battle line, like Tegea or Mantinea or Corinth. Maybe the bonus is allied player soldiers get attack boost when near allied Spartan soldier or hero.
  5. Make the oars a separate animated actor with no AO, and the main part of the ship a non-animated actor with AO.
  6. Juggernaut can just be ptolemies special tech to improve the quinquereme. definitely, with AO maps etc. The greek trireme definitely needs AO map.
  7. Could have entity flags that make them show up base on victory condition or gametype. Use tokens.
  8. I like the idea of capture points. Could use mercenary camps for this.
  9. Thracians, Scythians, Aksumites, Hans, Pontians, Numidians, and maybe Armenians. These would give a great variety of strategies and variety of artwork.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. Pieces height can be calculate relative to water plane height.
  15. 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
  16. This has been problem for long time. Let me see if there are TrAC ticket.
  17. 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#
  18. 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.
  19. How is the wall place code bad? Can it be fixed?
  20. 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.
  21. I would say bridge can only start and end on a shore.
  22. 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.
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