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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Right, make sure your graphics options are turned up.
  2. Controlling provinces or cities with different effects (Wonders, Shrines, Culture, Economic) would be another thing, yeah. Provinces with wonders in them could be "Capture the Wonder" matches, for example.
  3. That is one of the correct materials to use. Can you post the normal map here?
  4. https://trac.wildfiregames.com/changeset/27968 Thank you for the bug report
  5. I fixed it locally. Committing the fix soon.
  6. Heroes and generals could make the difference. You have to move them around the map and they give big benefits. Also, you could upgrade a province with walls and fortifications as you mentioned. We can reuse the Iberian wall code for that or the Fortress map code. At the very least, it would be more interesting than just playing random maps against the AI. Other possible ways to make it unique: - The Strat map could be real-time instead of turn-based. I know of only 1 other game that does this and it's still in early access. - Campaigns could be played in multi-player or with friends. One of the original ideas I had long ago for my aborted project.
  7. What about the mixin? It all looks in order to me.
  8. How is this coming @real_tabasco_sauce? I made a patch here for Ships to use Unit AI: https://code.wildfiregames.com/D5213 Description: It doesn't have to be the "winning" patch if your AI changes can be made fruitful.
  9. This isn't a bad thing, adds a bit of variance for the maps, but in reality the coldest waters on Earth are some of the most productive for fishing.
  10. A quick hack would be to double click the trees to get a selection of them, then ctrl-right_button-drag. Please report back.
  11. I guess it depends if we want to to release something relatively complete or if we are comfortable iterating such a campaign over multiple alphas.
  12. I think there could be a Strat Level of resources that you get from holding territories and winning battles, and then you can translate those resources to upgrading your territories and choosing bigger amounts of starting resources for the next skirmish match. So, let's say the campaign map is Greece/Aegean/Asia Minor. The Campaign resource could be called "Talents." It's a nice neutral, but historic money designation. Each territory you hold could either grant you more talents or cost you talents. Holding Laurium, for example, where historically there was a very famous and productive silver mine, would grant you talents, but holding Marathon would be neutral or cost you talents. What you use talents on is you could buy starting buildings for each territory. So, if you erect a Storehouse in the Marathon territory you'd start any skirmish in that territory with a free Storehouse. Buy a garrison with your talents and that territory will start with extra soldiers or defend itself against an enemy attack even if you have no Hero or General there. The enemy could take it before you get there, but it would be costlier for them to take it in deaths. You could even "store" talents in specific territories so that you start a skirmish map there with extra resources.
  13. Thank you! Glad you liked it. Have you done any more testing? Run into any problems or imbalances?
  14. I honestly wondered if this was the case. I might make some adjustments to coin trickle rates. I can look into it. What do they need, do you think? Alpha 26 version or Github? Thanks
  15. Have a map of the ancient world and you move armies and characters around and take cities, etc. There would be the high level "strat" map of the Mediterran, Middle East, North Africa, Greece, or wherever the campaign takes place. You'd drop into RTS level to play out the moves. So, if you want to take a province, you'd drop down to the level of a skirmish map and play it out against the AI. If you win the match, you're given the province.
  16. https://www.wikiwand.com/en/Achaemenid_architecture
  17. 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.
  18. 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.
  19. 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.
  20. You are right to point out inconsistencies. We can definitely correct them.
  21. Aegospotami -- We are defaulting to the classic English translation names. For instance, Themistocles, not Themistokles. Aegospotami, not Aigospotamoi. etc etc etc
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