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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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:
  2. 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.
  3. 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,
  4. Yes, please. Missing this feature! Should be in the in-game menu and match can be restart at any time.
  5. Also, I think important this only go to basic Macedonian and Seleucid unit. But could go to possible Greco-Bactrians and Indo-Greeks factions in the future.
  6. True, but I do not control vanilla. Only chocolate fudge sunday which is Delenda Est.
  7. Anyone want to model this cap for the mod? I will give this cap to the Basic ranks of the Macedonian and Seleucid units.
  8. To be fair, those icons are difficult to see.
  9. That is why I like the visible rings in my mod.
  10. Range units should die easily in melee though. They re supposed to be ranged units, to support the assault of your melee infantry and cavalry.
  11. Tehnologies affect everything on the board guy. So, I guess the onlty real problem being reported is you think the first farming upgrade has a bug. Can anyone confirm?
  12. Neat. What would the forground layers be?
  13. Farmstead does not increase rate around itself (only Rotary Mill does this). The upgrade "Iron Plow" affect only the units gatherers.
  14. If you would like to make one that would be neat. Maybe something like this, but with one entrance and only 2 stories high instead of 3.
  15. Same for me. Game crashes after about a half hour or something. The dialog says a 64-bit OS would help (lol, I have a 64-bit OS).
  16. Better to use the resource to go to Phase 2 since Town Phase isn't very much more expensive than those techs. Also, better to use the resource on more unit too.
  17. Hi. Are technologies even supposed to be researched in Phase 1? They are hilarious in cost.
  18. I think I will have the 'hack' around limitations of the feature.
  19. Oh I thought the re was something like this possible in the actors: <variant frequency="1" name="tech-hellenes/gold_shields"> <textures> <texture file="props/shield/gold.png" name="baseTex"/> <texture file="props/shield/gold_norm.png" name="normTex"/> <texture file="props/shield/gold_spec.png" name="specTex"/> </textures> </variant> It detects that the technology hellenes/gold_shields.json has been researched and then changes the texture. I thought this was implemented but maybe I am misremember.
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