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Everything posted by wowgetoffyourcellphone
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Hmm, I don't see problem with the height thing, maybe clarify? Length--Just have min and max length. About boats, ancient bridge were not the big bridge of today. Only small watercraft would fit beneath them, certainly not warships! So, the bridge could block boat movement and be perfect realistic.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Made a gaia object with an aura. Make it affect " Enemy." Since all player are enemy to Gaia, the aura affect all players. This of course a hack, but one that works very good. I will try similar hack to try to get Celts and Iberians to have battle bonus in forest. Object have this in code: <Auras> <Farmland> <Type>range</Type> <Radius>20</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>2</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +100% Farm Gather Rate within 20 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras>Object also invisible in the game with this code: <Selectable> <EditorOnly/> <Overlay> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <Actor>props/special/common/aura_farmland_20.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor> -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Hi guys. Lion rendered new icon for tech portrait, "Sentries." I also implement big changes to gameplay. 1. Only Civic Center make territory now. Each phase upgrade makes territory grow +10%. Most buildings must be built in this territory around the CCs. 2. Storehouse, Farmstead, and Fields all can be built outside territory. In fact, with "farmland" bonuses now impkemented, it is very preferable for player to build his farming operations out in the countryside. 3. Fortress can be built outside territory too, but has 5 limit, so acts like forward base or chokepoint holdfast depending on need or strategy. 4. Civic Centers cannot be built within 360 meters of each other, mean for most of match there is "no-man's land" between CC territories. Only in Phase IV Imperial Phase do territory overlap. 5. Outpost and Docks remains same behavior. 6. Moved cavalry from Phase I to Phase II. I may give them buff. There is a tech for them at Corral. These changes make gameplay much different. Makes the player build cities, with strong cores, and then the countryside is weak and suffer to invasion and raiding. Let's players gather resources anywhere, but because cannot build defenses at these sites makes them tough to defend. Some more planned or hoped changes for the future of Delenda Est: 1. A tech to make unmanned wall towers shoot (like the Sentries tech for defense towers, looking for name suggestion here: "Town Watch"?). Since stone walls can only be built around CCs now, self-shooting towers no longer a exploit problem (player would sometimes make them at forward positions like tower pushing). 2. Continue to add garrison points for remaining forteesses. (See Carthage and Mauryan fortresses for good examples). Need to find a way to make only ranged infantry show up on battlement. Some fortresses will need redesign for model, some more than others. 3. Had corraling working, but SVN changes broke it. Hope to get that working again because it was really cool. The garrison points were bugged because sheep would try to wander around, but the food trickle worked as planned. 4. Find a way to make buildings spawn units when they are destroy, a "Citizen Militia" tech. 5. Needs some programming, but would like to add techs and aura for to alter other technologies and auras. I propose "class" system be implement for techs and aura for this purpose. Sound good? Another shot of LordGood's farm fields. Here you see that they are built on "farmland" and this farmland gives a farming bonus (right now, +100%). You can also see that they can be build outside territory. You also see defense tower does not affect territory anymore. You can upgrade the Phase I wood towers to stone towers in Phase II. -
btw - "Big" screenshot gives hard crash. "Out of space maybe get 64-bit OS to help". I am on 64-bit OS. lol
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They were committed... where do think I found them? I think part of problem is that LordGood's screenshots make them look ugly, while my screenshots make them look nice. His comp can't do high settings, while mine can, so they look better in my shot. Also, I tweak texture color slightly. There is variation in color but not too much. I think in that thread LordGoo was experimenting a lot and throwing a bunch of stuff in and it didn't look as good as it could have. I think the farms look good with minor variation in color, but not if go overboard. Player must know at quick glance that this piece of land is a farm and not wonder if it is a farm or an orchard or a bunch of wood trees or a bunch of useless eyecandy or what? I think good approach is to make more minor variations (trails, fences, piles of hay, carts, etc.) of the barley and wheat farms. Also experiment on how to make them look more luscious (is this good word?). Please, do not remove terrain conformity. It makes them look very nice on hills and terrain gradient. Imagination must be use to solve "biome" problem so that biome-specific variation can happen. Using a "biome" flag in map XML can open up door for many things (biome-specific props, texture, decals, etc. for buildings, farms, etcetera, and ambient soundscape too!).
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Name of prop point or empty (or dummy in max?) must be prop-something or prop_something (I look at existing dae and they are named like this). Iguess this is so the engine know that these are prop points. In the actor you don't need to use the pro- or prop_ it is assume. I see this in m_hero.dae <node id="prop-r_shoulder-node" name="prop-r_shoulder" sid="prop-r_shoulder-node" type="JOINT"> <translate>0.273733 -0.012879 -0.000475</translate> <rotate>0.000076 0.999993 -0.003773 -180.042</rotate> <scale>0.005807 0.005807 0.005807</scale> </node>
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Okay
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LordGood's farm fields:
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Water does look great. You improve water a lot. One thing notice tho: Shadows on water does not work since water improvement. either very faint or cannot see at all.
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Some proposal for community: 1. "Deathmatch" in resource droplist change name to "Extremely High" resource (and 10,000 of each). Term "Deathmatch" should be reserve for the game mode. 2. At last, now we come to meat of proposal: Deathmatch is game mode. give 30,000 of each resource. All single techs for Village Phase are automaticaly research before beginning of match. All pair techs cost free and 0 research time. They still remain in the game so pplayer can choose which of the pair to research. 3. Have "Starting Phase" option. Player then can advance through subsequent phases. All single tech for a phase are auto-research when phase tech complete. Pairs for that phase unlock. Again pair techs cost no resource, just provide choice. Phases cost money but no time. 4. Fight. That's pretty much all.
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WIP Atlas UI Changes
wowgetoffyourcellphone replied to trompetin17's topic in Game Development & Technical Discussion
That is cool. Actually worked. So why not automate this process in Atlas? -
Design: Civillization Name
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Hmm, so with culture attribute I imagine some possibility. Can List them in dropmenu by culture, like this: Random All Celts Britons Gauls Egyptians Ptolemies Hellenes Athenians Macedonians Spartans Iberians Iberians Indians Mauryans Italians Romans (Republicans) Persians Achaemenids Punics Carthaginians Successors Macedonians Ptolemies Seleucids Can choose from the list. Now imagine player can also have choice to choose "Hellenes" and that random the civ for that player only Athenian, Macks, or Spartans. Choose "Successor" from list to random Macks, Ptolemies, or Seleucid. As you can see, like s0600204 say, culture can be array in json to allow civ to be place in more than one culture. Later, with mod and sequels, more civs can be added in existing culure or more cultures added dynamic from json. My super awesome amazing imagination list 10 yrs from now (llmao): -
===[COMMITTED]=== Carthaginian Civic center bug
wowgetoffyourcellphone replied to av93's topic in Completed Art Tasks
Probably not find previous because of ao map darken interior. -
WIP Atlas UI Changes
wowgetoffyourcellphone replied to trompetin17's topic in Game Development & Technical Discussion
That docking is great. Add minimap and I am sold 110%. -
Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
Can keep lime heads for the Gaesatae. Give Advanced other unit the plain coolus. -
Design: Civillization Name
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Of course I prefer something like AOM. That was very good. But if stay with droplist it would be better I think to group them like how I propose. wraitti: You saying then we could give a "culture" to the civs in the civ Jsons and then they could be group that way? -
In Photoshop™ use 3 layers for the subject (background layer is black). Bottom wolf layer is outer glow with noise (20% opacity, 25% noise). 2nd wolf layer has outer glow (20-25% opacit). top wolf layer have drop shadow to complete the effect. Sometimes if use "sharpen edges" it give a little cartoony look to subject for good portrait style. Looking at art depository Pureon uses separate layer for hand paint glow effects, while I just use layer style. For glow color use off white or creamy color.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Design: Civillization Name
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Conceit of 0 A.D. is "time that never was." 0 A.D. supposed to span Antiquity. regardless, this post isn't about that, it about naming convention. I don't know about all that. I'm just talking about name of civs that is more descriptive and places them in list that makes their relationships more clear. -
My proposal is this: To make it easier for modder and even for sequels to the official game to add civs of same culture, I think game should create new civ name format like in screenshot. I have done this for my mod and think it will help players as well as developers and modders keep things straight. So, I have renamed the civs like below (bold is modded civs and possible future civs to show you how they would fit and keep things straight): Carthaginians Celts (Brythonic) Celts (Gallic) Celts (Galatian) Chinese (Han) Dacians Egyptians (New Kingdom) Egyptians (Ptolemaic) Germans (Frankish) Germans (Gothic) Germans (Suebian) Greeks (Athenian) Greeks (Spartan) Greeks (Theban) Huns Iberians Iberians (Celt-Iberian) Iberians (Lusitanian) Indians (Guptan) Indians (Mauryan) Macedonians Parthians Persians (Achaemenid) Persians (Sassanid) Romans (Byzantine) Romans (Imperial) Romans (Republican) Sarmatians Scythians Seleucids Just an idea. I add it to my mod regardless. As famous forummer say: "Enjoy the choice!"
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WIP Atlas UI Changes
wowgetoffyourcellphone replied to trompetin17's topic in Game Development & Technical Discussion
hmmm, I like persistent panels more but this approach very very intriguing. Did you know you can increase space already with Alt-Enter? One thing that is badly missing from Atlas is minimap. Also, would be nice to be able to put units in nice formations so they are spaced nicelyy on the map and these are what they are in at start of match. -
Good reference Enriquie. It is important to get the gait correct.
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This make me curious. Can game give lava terrain glow effect seen with other material like that one guy modding that sci-fi mod? Probably new material "terrain_lava" for lava terrain?