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Everything posted by wowgetoffyourcellphone
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I think non-animated cubes for everything wouid make a very big difference for performance.
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The question supposes that there will be a 1.0 release of Empires Ascendant. Any new things after that would potentially included in a Part 2 or sequel. The plan was always to have a Part 1 and a Part 2. That's not to say I agree with the plan (frankly, I'd just expand Empires Ascendant to 500s AD and include all of antiquity in 1 game, then "Part 2" could be the next 500-1000 years). Just, if the plan is to be carried out, then would you want new features too or just new civs.
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One thing I'd like to see is some innovative soundscaping in the game. Here are some ideas: Music Playback I'd like music to fade in and out and even have some reverb based on positioning of Civic Centers and zoom level. Distance from Civic Centers CC within X meters of center of view Farther = fade out Closer = fade in Zoom level Higher zoom = fade out Lower zoom = fade in Biome Ambient Soundscape Have a selection of ambient tracks that can be called or init from the random map biome or chosen in Atlas for scenarios and skirmishes. Distance from Civic Centers CC within X meters of center of view Farther = fade out Closer = fade in Zoom level Higher zoom = fade out Lower zoom = fade in Wind This is a "windy" sound that takes over as the Music and Ambient tracks fade out from Zoom. Inversely proportional to Music and Ambient zoom fades Higher zoom = fade in Lower zoom = fade out Have a min and max zoom effect Min = Completely faded out/off (defaulted to 'default zoom') Max = Completely faded in/max volume (defaulted to 'max zoom') Having something like this would be hella immersive. Thinking there could be a control in Options to turn it off.
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We could probably set MaxAttackers as some kind of ratio to size of the target, so that larger units can have more attackers targeting them (makes sense I think). But a setting of 20 MaxAttackers for infantry and cavalry could be a good starting point. It's something I'd love to be able to play around with and see if I couldn't make battles flow better and look less like a mosh pit. I could even see such a thing make battles stretch out linearly, naturally recreating what a real battle would look like.
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For most civs, you're right, but the Romans did have barracks an they had areas for both infantry and cavalry. But if folks want "realism" then it stands to reason that any unit except elephants and siege should be able to "fit" into any building. Just something to consider.
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I personally am not so hung up on the dancing thing. I agree, that particular issue has largely been mitigated. I just think /in general/ it would be a good thing for units, by default, to spread out their attacks and not all attack the nearest unit possible. A "MaxAttackers" component/element in the templates could be one way to do that. I agree that such a unitAI/template change should be overridable by the player if they wish to focus-fire on something. User input, to some extent, should override default behaviors. But also keep in mind, we don't allow players to set 100 gatherers onto a farm or 50 gatherers onto a tree either. They spread out. It's nearly the same concept and no one bats an eye at that. A MaxAttackers template component would work very similarly to the MaxGatherers component in that sense. It's not "automating the game" to have those things, IMHO, and generally leads to better default unit behavior.
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There's "automating the game" and then there's fixing bad unit behavior. But whatevs.
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The word choice seemed awkward is all. -
Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Looks very cool. The narration writing is... not strong. -
Sure, but the point is that with a MaxAttackers component, if a units have a MaxAttackers of, say, 20, then the 80 other attackers will search out the next closest 4 targets instead of wasting all 100 arrows per second on the dancer.
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ok, make it 2 or 3 meters and now spread is irrelevant and my point still stands.
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A building that can build other buildings
wowgetoffyourcellphone replied to LetswaveaBook's topic in Game Modification
As is tradition, Delenda Est already has this cool feature. https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_structure_economic_farmstead.xml#L13 And it works pretty nicely. Try it on the Miletus Peninsula skirmish map in the mod, since there's a nice free Farmstead nearby you can capture or the new Isthmus of Corinth skirmish map, which also has 2 nearby capturable Farmsteads. As an aside, the mod makes a distinction now between Granaries and Farmsteads. Granaries are built by the player, while Farmsteads are gaia objects you capture to get the Farmland aura. But of course "under the hood" "Granaries" still use the Farmstead nomenclature to not screw up the AI. -
Dunno, I think a "MaxAttackers" component would be nice for templates. Honestly seems silly that 100 archers would auto-fire at 1 dude instead of all the other dudes with swords and bows 1 meter behind that dude.
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Vulkan - new graphics API
wowgetoffyourcellphone replied to vladislavbelov's topic in Game Development & Technical Discussion
DE has some materials that bug out Vulkan, namely ones that don't use normal maps, etc. -
I guess if you're an Uber Twitch gamer, this all makes sense. For the 90% of players who play single player, they're gonna wonder why tech B is now available if the required tech A isn't even done yet. Dunno, perhaps that's just inertia talking since that's just how most (all?) rtses have done it in the past.
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Bit of a provocative title and thumbnail image, lol
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A snake cult