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Everything posted by wowgetoffyourcellphone
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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).
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Hi guys. I give Gallic Fields and Alpine Valleys a "autumn" skin. Would be cool to be able to "bundle" multuple maps together into one file and they could be randomly chosen on launch (like different variations of the same skirmish map). But that's a idea for another day. In meantime, enjoy screenshots:
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Building capturing needs refinement
wowgetoffyourcellphone replied to Hitman's topic in Gameplay Discussion
A positive change would be to just make capturing the secondary attack instead of primay. And then focus the capturing to only Civic Centers (and maybe houses and Temples; I make this happen in Delenda Est mod). -
===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
wowgetoffyourcellphone replied to Sighvatr's topic in Completed Art Tasks
Can be use for hero or Elite unit or champions... -
[Scenario] Western Mediterranean (5)
wowgetoffyourcellphone replied to Palaxin's topic in Scenario Design/Map making
Maybe post the heightmap? I'd like to try my hand at this map. It is mostly due to perspective. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
It may be more important to show the dummies, anvils, shields, spears, etc., than to give the men some shade. I mean for gameplay (need to make it clear what this building is quickly). But LordGood is proficient artist. He can decide. -
The new oaks look pretty good in the game. I tweak some texture and put them on a autumnal version of Gallic Firld. In general some of older trees still look better because of angle of branch geometry is all at 45 degrees (Carob trees are best example). This is ideal for game like 0 A.D. with it have RTS camera angle. Many of the new tree have branch planes at all angles so viewer get edge on views and stretched look at texture. Also, some texture need reworked, for instance the Aleppo Pines, to fit the new geometry. Look like the etxture was not meant to go with this geometry (I know you worked with what you had tho). I would say the oaks are the success story and the others still need help. I might see what I can do in Blender.
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
I like this direction LordGood. though the banners make me think of a Market. How about remove banners so can see sword, spears, anvils, shields etc. prop inside? In general I think the Seleucid texture needs to be more realistic, like all of the others. This texture sheet stands out as cartoony to me. -
I recommend these 2 items because they use some of the same stable features already in the game (sheep corral trickle use garrison aura and visible prop point, two stable feature, for example). Take a look at them. They are not that difficult to add compare to somethink like battalions or ship ramming or things like these. That's what I mean.
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New map - Aeolian Islands
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Storehouse upgrade only affect extraction rate, not total amount. The mines deplete faster with upgrades. Can't increase amount of mine have, because the mine does not belong to player, it is Gaia. Think about it this way: How would the gameplay work out if for Player 1 the mine give 5500 metal but for Player 2 the same mine give only 5000 metal? Can't have that discrepancy. I did have an idea about capturing metal mines by build a Storehouse on a "slot", kind of like Vespene Gas in Starcraft. Then the miners go into the mine shaft and extract the metal. I could imagine an enemy could destroy the Storehouse, killing your gatherers inside the mine shaft. Then the player could capture the mine by buildi their own Storehouse on the slot. But all of that is just idea for now. AI bot can and does barter as far as I can tell. About your real-world maps. It is important that you make sure that gameplay is not hamper by strict adherence to real-world purity. For instance, starting area need to be large and open so city can be build, etc., and have areas suitable for buildig new cities. That is, unless you want to force a certain type of cramped gameplay. This is just advice base on screenshots. I have not played the map yet! -
It look like Alpha 20 is imminent, hmmm. I think release should have at least 1 or 2 good gameplay improvement or feature but I cannot think of anything new in months. There are many patch on Trac that I've try in Delenda Est that work. 2 small improvement that I can confirm work good (but maybe need some tweak) are: 1. Sheep in corral food trickle. Only thing that need fixed is prevent animal from wandering. This is not in DE anymore because of changes to UnitAI deprecated my changes. 2. Only allow ranged infantry garrison show up on battlements. I have this working in Delenda Est for couple months. Major work here is determine the prop points, but you can ask some fans to do it. Both base on patches from Trac. These 2 thing can easily added with some tweaks and tested. I'm sure there are more. Not difficult to add, but add some new dimension to the play.
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No, they are old meshes with the old promote animations. Look way better than poking building with pitchfork (lol) or just standing there peeing on a wall (confusing).
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