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Everything posted by wowgetoffyourcellphone
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I have tried to do something about the Carthaginians, but I have not playtest it a lot. I give Carthage citizen-soldier (Liby-Phoenician Spearman, Libyan Skirmisher, Punic Cavalry) a traeining limit of 30 per Civic Center. Now, they train very fast (5 seconds), cost food and wood, and cost only 1 population. In Delenda Est, infantry normal cost 2 pop and cavaly 3 pop, but for Carthage citizen-soldiers they cost 1 pop, but have training limit. They can build building, gather, resources, etc. Carthage mercenaries from embassies cost normal population costs (2 or 3, unlike other merceanriy), but cost metal instead of food (like other mercenaries). Unlike Carthage Citizens and other civ's mercenaries, Carthage can train almost unlimited number of the mercs, but of course they can't gather resources (but can build military buildings). It is interesting changes.
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[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
@AtlasMapper There is no harm in having the different option, maybe base on American video game rating: Mature or Everyone. And since it is only actor changes probably can be made to be compatible for all players (multiplayer). In Delenda Est I plan to be a Mature mod. Gaesatae will be naked. Mauryan women have bare breasts. I was thinking of adding blood splashes too with particle. lol. But a mod is optional, not core game. -
Skirmish map (4pl) - Kefalonia & Ithaka
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Oh, I forgot this one. Sorry. lol. Still... similar features probably along coasts? -
Skirmish map (4pl) - Kefalonia & Ithaka
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Favorite part of those islands: -
New UI changes take some time to get used to as well, but I think many have excitement for something new.
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Noooope. But it could be good to have generic factions available in Atlas for scenario and campaugn. I think Germans fit better in Part 2 anyway. They had effect in Part 1 era, but their greatest hits were release in the Part 2 era. The Vandals World Tour was siiiiick.
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Thanks for the explanations. It is heartwarming to know that the issue is aware. I agree that the best solution would to turn off pathfinder unless overlay or simulation started. Is trompetin17 still working on Atlas or is stalled? I also agree other action are slow too for some reason. Pasting objects and moving them = super super lag. But my main problem is terrain update, like trying to raise and lower terrain. Almost make me want to wait for trompetin17's improvement before I bother working in Atlas anymore.
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Terrain updates and other things seem to be much slow than a month ago. Even paint terrain does not update fast. Raise and lower terrain nearly impossible. Anyone confirm? Maybe problem on my end.
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[Skirmish] Poplar Forest (3)
wowgetoffyourcellphone replied to wackyserious's topic in Scenario Design/Map making
The new oak trees are very heavy on the triangle count (too heavy -- some of the downward facing branch planes could be optimized by removing a face -- water reflects underside of 1-way tree branch planes anyway so no need for this face). But since they are larger in screen size than the old oak trees, I just increased their wood amount to 300 in Delenda Est and use fewer of them. I would love larger Baoababs and Pine Trees (Douglas Fir?) too! btw guy, I like your rock orgies. They look nice from a distance. -
I have a gift for you Zeta. These are the powerful Thebans, who break Sparta and spar with Athens. Patriots who stand against Philip of Macedon and Alexander the Great.
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This your dream map, Lion?
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Steppe is largely just grass, like this: And this: But can give visual interest with large flower ground cover too! Can have unique models for stone and metal mines like this: Bluffs near rivers. Trees cluster around water.
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Could be possible to give these structure some kind of global aura to simulate a bonus. But do you have any ideas? Right now, I just have Mercenary Camps for the gaia capturables. Also, keep in mind Steppes should be relatively deserted. Not many signs of habitation.
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I was wonder if anyone had any ideas of how to make Steppe biome maps intersting? Trying to make Scythia map. I look at Steppe photographs and it look like there is just grass and small hills and that's it. So, I think terrain blending may be the key to making it look interesting. Also, perhaps only having 1 part of the map be "steppe" and the other part of the map being mountainous or hilly or must have a river or gully (like the Syria map). Flowering plants also seem to be a lot present. We will need more models for flowering plants in the game to make the map interesting. Also, large groups of flowers for nice ground cover. It would also be funn to have tumbleweed, aka Russian Thistle tumbling around. Above you see a map example, where the right side, 60% is the steppes rolling hills and flat grasslands, but to make it more interesting the West 40% has a shallow river and mountains. I am think of putting most of the wood on the West with the mountains. Farmland would go near the river. Trees on the East(right) mostly follow shallow gullies and streams or around watering holes. Patches of shrubs and bushes with a couple of dead trees can be the rest of the wood on the Steppe section of map. I think the key for gameplay of Steppe maps will be a feature that is not yet implemented: herding. On steppe maps, the Corral will become one of the most useful buildings for player. These 2 things are made for each other. On Steppe maps, we can design parameters for resource (something the team should do anyway for all biome, but I am focus on Steppe npw), major resource be herding animals: Goats, Sheep, Cattle, Horses, Camels. And then of course hunting resource: Saiga Antelope (aka Saiga tatarica), European Bison, Corsac Fox, Wild Asses, and others. Wolves should be a major nuisance. And there could be major caches of treasures, treasure troves. So, scouting is very very important on Steppes map, mainly to grab herd animals, steal herd animals, and finding treasures. On team match, trading absolutely necessary. Something like this for resource distribution: 20,000 Wood each player (this is low, I think for a map). Over half of wood is in low-yield shrubs and bushes. Other half in trees. Only 5,000 wood found in or near player start position. 5,000 Berries or fruit trees each player (2-3,000 in or near starting positions). This is high. 8,000 Food huntables each player, 1000 inside start area (for instance, 10 deer x 100 food each), 2000 just outside start area, rest scattere around map, usually near water. 8,000 food herdables each player. Distributed in herds around the map. 1 herd inside start areas. Must go in search of the rest. Metal and Stone are pretty much distribute even across map. 5000 metal and 5000 stone in player start position. 5000 metal and 5000 stone just outside territory (easy to find), then the rest scattered around map evenly. 2 Mercenary Camps per player, one just outside start position, and 1 much farther away, maybe near a water source like a rocky stream or watering hole. Farmlands only near water source like stream or river, away from start position of players. Farming should be difficult.. Falcons and Vultures would be nice. "Hawk" currently in the game is huge, the size of a Golden Eagle. Should be rename to Golden Eagle. A closeup of potential start area. You see most of wood is shrubs and bushes. They are low-yield at only 50 wood per bush. You see the herd of herdables inside start base. You see herds of 10+ huntables nearby. You see a lot of berry bushes, but they are not all clump together in one berry orgy. Stone and metal are spread out, not tucked next to the Civic Center. There are wolves at the periphery. Wolves should be a constant danger to solitary units wandering nearby.
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Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
Those look Parthian. -
I would like @stanislas69 or someone else to model some mountain models. The game could really use them.
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Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
Yes those are very much late-Rome/Eastern Rome. Suitable for Part 2. -
I adjust center area of Gallic Fields to have 3 farmlands, and then remove the other farmlands on the map. Renamed map to Autumn Fields (3). I also add capturable Wonder in the middle, so that if capture you don't have to build your own Wonder to unlock Empire Phase.
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Oh, I do not worry about random maps.
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What do you have in your mind?
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
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Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
I think my Seleucid Cataphract in Delenda Est is accurate to history. However, cataphracts in Part 2 Empires Besiege will need more models (either whole new model or extra prop models) for all that armor. -
Building capturing needs refinement
wowgetoffyourcellphone replied to Hitman's topic in Gameplay Discussion
Good comments Sandnerd. Another thing I don't like is how AI deletes all its building so quick after I capture its Civilication Centre. It's not very human-like. It's something I wish the AI did less of, or maybe had a cool time before it did it. Can this be tweak? Mimo is doing a great job with the AI. It is very challenging, even if I have some critique (like, the AI goes absolute NUTS when you try to capture one of its buildings, it will send EVERYTHING in a berzerker move yto stop you; I could see an exploit being used here against AI, using a few units to initiate a capture on one side of the AI base, then attacking the other side of the AI base with the bulk of army after the AI sends all his units to go stop the building from being capture on other side, gg). -
[Scenario] Western Mediterranean (5)
wowgetoffyourcellphone replied to Palaxin's topic in Scenario Design/Map making
I know how a heightmap works. I have used my own heightmaps a lot. I just thought you used one. You used one right? For the coast outlines (maybe not)? I've used other trick before too like importing decals with map texture on them. I've also hand draw real-world coastlines. They are a pain. Hardest part is to get scale right (like, it cam be easy to make Spain too big or something), and then there are the coast details. -
Most of new unit texture are 256^2. Some of the newer animal texture are even bigger (though for some this is overmuch kill).