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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Okay, my new thoughts about the Scythians. I think that large buildings like Civic Center, Market, etc. can "upgrade" to a Large Cart. And then this Large Cart can upgrade back to any Large class building (Civic Center, Temple, Market). There can be a Small Cart that can change to any Small class building and back again. So what this does is illiminate the need to remember what cart is which and the need to make a unique cart model for each building. You just have 2 classes of cart, Large and Small, and each can upgrade to any building in their class. Thoughts?
  2. Thracians would make a very cool mod civ though.
  3. BTW -- here is why fog would need to be reduce or turned off for ISO view:
  4. It is already easy to place building in the game. I know what you mean, but I don't think it is easier with a grid, unless you mean easier to use buildings to wall off chock point, then yes grid is easier. But I did think about that before your post, and I don't think it would be practical to have a grid in ISO and not have grid in Standard because of the maps mnot being made with grid restriction (trees, etc. would not conform to the grid).
  5. Hi guy. Back again with more ISOMETRIC VIEW GOODNESS and advocacy. I have plaid around with the setting again and come up with a update for the local.cfg settings: ; Standard View ;view.zoom.min = 45.0 ;view.zoom.max = 200.0 ;view.zoom.default = 100.0 ;view.fov = 50.0 ; Isometric View view.zoom.min = 1000.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 256.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.2 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work It also include a suggesyion for standard view settings. The difference between 45 and 50 FOV isn't much, but make for better screenshot. My settings for zoom I think should be implement for the game. Now, the ISO view. Like before, the problems are: clouds (could fix this by adjusting their height in iso view to something like 4000), distance fog (needs to be disabled or reduced by some fixed amount determined by testing), water depth (the 'Real Water Depth' option does not render correctly in this view and must be turned off; looks fine after that), and a big one is that action sounds can only be heard if zoom in all the way (I have not yet looked for sound setting in the cfg whhich to fix this). These setting do allow for zooming and it looks really cool.
  6. That would help my new Defense Tower upgrade feature too.
  7. It's only micro intensive because the upgrade feature is not feature-complete yet. Once you can upgrade multiple unit at the same time it won't be so bad.
  8. I didn't mean to put the ceasefire counter in this screenn.... just the ceasefire setting as it is now. Ceasefire counter should be very visible in the game.
  9. It is. Slaughter for food or set aflame to frighten elephants. Your choice. lol It use the new 'Upgrade' feature by @wraitii. I only wish I could upgrade many at once. Right now it is only 1 at a time.
  10. Haha, it's truth. The Romans figured out that elephants hate the sound of squealing pigs. What better way to make pigs squeal than lighting them with flames? Now, I have given all civs (except Mauryans for religious reasons) the ability to make flaming pigs from village phase onward. This is a way for players to help counter elephants, which are very strong in my mod, at any phase of the game. The pigs themselfs do not harm the elephants directly, they just reduce their attack and their max health, helping the defender units to kill the elephant. btw - this work against gaia elephants too. And I found a free pig squeal WAV, so now the pigs squeal when give order and die.
  11. Oh, I didn't mean to suggestion that the text should hover above the screen. I meant to show the options without being have to make the tabs in Photoshop. In essentially, I was lazy. lol. But if people loike float text, then that works too. I don't agree. I don't think the ceasefire is part of the objectives of the match. It's more either a setting or a hint.
  12. I don't mind the other arrows go to other targets, but it looks like many times not even 1 arrow goes to target. At least 1 arrow should be shooting at the player-commanded target.
  13. Some quick thought on possible organization. So, Victory Conditions and Allied Victory parts would definitely go in Objectives tab, but with better wording to be precise as FeXor mentioned. Other things that go in the Objectives tab could be whatever triggered events in the map. Turquoise part is the info that go in History tab. This is the prose that goes into what the map about. And then the yellow parts obviously go to Settings tab. I am just not sure where Ceasefire information go -- Settings tab or Hints tab. Regardless, there should be a persist ceasefire counter in the game anyway, so that should be obvious to the player (the current ceasefire counter in upper right is not Gold ready obviously).
  14. I only took a screenshot of what is currenly in the game. I would not have worded thing the way they currently are. I think with you that the victory condition words should be more precise.
  15. I agree, the current wording is bad, and either Gun's or Sanya's suggestions would be better. I also do not like the Trading screen words too. Same thread or different thread?
  16. Inspire by another post on the forum (I lost the link), I made flaming pigs and put them into Delenda Est. They are quite funny. Player can train pig from corral and slaughter it for food or use 'Upgrade' button to set the pig on fire. The pig gets set on fire and can move 2x faster now. It has a 'Flaming Pigs' aura that reduce attack and max health of nearby enemy elephants (war elephants and undomesticated elephants) by -20%. The inflamed pig loses health and dies within 5o seconds. It even have damage variations at 80%, 50% and 20% health (it start to look like crispy bacon). Mauryans do not get access this pig, because they are friends to animals.
  17. Hi guy. I see Objectives screen is in now and it give good information. I been have ideas on how to make this more useful. Behold the attached image. Basically the pop up screen would be title Match Details. Below would be tabs: Objectives, Hints, History, and Settings. Objectives: Trigger based list format. Otherwise would show the Victory Condition. In this case, it will say "Defeat all opponents to win", since there are not rhe any other objectives with triggers. Hints: This tab give hints by the designer, like, "Watch out for prides of lions!" or "Look to the East on the morning of the 3rd day." History: Is the current "Match Description." Give a description of the map or scenario, history behind the scenario, context within the campaign, etc. Settings: This list all the other stuff, like Starting Resource, Population Limit, etc. all the other stuff currently show on the screen in a list format. Any thought?
  18. A solution to the terrain height problem and the water reflections. Modify default.xml map. <?xml version="1.0" encoding="UTF-8"?> <Scenario version="6"> <Terrain patches="16" texture="grass1_spring" priority="0" height="5000"/> Set height to 5000 instead of eleventy thousand million like unedited value. (of course this do not fix squishd skyboxes )
  19. Hi guy. In ATLAS I think default map is too high or tall. I think this happen when you reduce the resolution of the height maps (adding additional height possibilities with terrain, a good idea) and then no one adjusted Atlas for it. Why is it too tall? Well now the water does not reflect the skybox in a pleasing way. It renders the ceiling of the skybox too closely and all the detail of the reflect (clouds, etc) is lost. I see this prominently in my newer map like Britannic Road. I can't get the water to look good with good skybox reflectio in Britannic Road because I believe the ceiling is too close to the water plane and detail of the sky is lost. In older map this is not the case. I can change skybox type or water effects in older map and everything render good. Does any of this make sense? And I am just guessing at the cause of the problem. Pkease tell me if I am wrong. lol Maybe it's a different cause. And even if this is not a problem, I have a request for Atlas: a small feature or buttons to lower and raise the whole map at once would be nice. All I know is the skybox has some serious issue:
  20. There should be a victory condition, somethink like 'Conquest Civic Centers', where if player loses all Civic Centers then they lose (maybe have a 5 minute countdown after losing the last Civic Center -- they need to build a new one or die!). Their units and buildings go Gaia (and become capturable?). And then there can be a victority condition called 'Conquest Any' which you can win/lose by either Conquest Civic Centers, Conquest Structures, or Conquest Units. But yeah, the AI should have a more personality and play like a human, but there's a long way until 1.0 release and there's still a lot of time to make the AI really cool. I have faith in the guy that do it. Maybe a thread where we talk about simple ways the AI can seem more human? You give a condition, then say what the AI can do to seem human.
  21. I also hate how you can't really target anything with your tower. It shoots at whatever it wants to shoot at. I think at least one of the arrow should go to target,
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