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Everything posted by wowgetoffyourcellphone
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I think it would be easy for non-animated objects, like randomly scaling trees for example, but not for units which use boned animations.
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I think the way they animated units back in the old days more easily allowed for scaling. I don't think they used skeletal animations back then; the animations were baked into the mesh or something (I forget the details, but the method is different than what modern games do).
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Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
A few concepts of the Grove of Fetters and maybe the Aftermath of Teutoburg Forest could help. -
Glory and Cult Statues
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
5000 could be okay. That's still only comparable to about 3 or so fully propped units. Static geometry with no transparency is pretty cheap to render. 1600 triangle units (including helmets, shields, weapons; cavalry are even worse) with transparent feathers and boned animations and pathing, and a dozen prop points, etc. cost a lot more resources for the game to render. -
I would wager to guess most players (everyone not in the top 30 or 40) do not play the game thinking of it as a large spreadsheet meant to be deciphered in the most efficient way possible in order to maximize positive outcomes within time-frame blah blah. If a unit is effective in a certain situation, then players use that unit in that situation. Most will not care to perform deep statistical analysis on the fly (or even beforehand). The goal is to make the unit behavior intuitive to most players and we do so tweaking a dozen different stats that most players don't need to know in order to play an effective and fun game.
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Glory and Cult Statues
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Oooh looking very nice. How many triangles? Should probably keep it less than 3000 or so. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
The original idea was to integrate biomes deeper into the workings of the game. That way, things like what you propose could happen. I was just saying that the concept art looks like a generic blockhouse or something. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Perhaps the Grove of Fetters can be depicted in some way, or the aftermath of Teutoburg Forest. -
They always choose the worst maps.
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"Immigration" Civic Center units -10% train time.
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For me, I'd like to see fewer arrows in the game just in general, and make each arrow more impactful. This would not only reduce the cacophony of sound during battle, it would help reduce range queries immensely. DE already does this (people ask why DE runs better while looking better than the base game; this could be one reason).
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Do you want to do it @Lopess or me? If we both do it, there will be a conflict when committed. lol
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Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Looks like a blockhouse kinda. Basically a small fort or big tower. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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gameplays Age of Empires 2 stuff
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
In 0 A.D. all of the units build from the first to the last placed part of the wall. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est