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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Maybe, but in DE the Wonder is used as a Phase requirement as a feature. You could look at this wonder as being unique in that theirs is an accomplishment rather than a physical structure.
  2. Upper left corner could fit nicely on a civ emblem.
  3. A bunch of dead Roman soldiers (minus the blood) Strewn inside this ambush site: You can see the sides are up on ramparts/ridges/hills: And then we could have hanged men from the 2 trees in back. The ground texture for the site can be cobbled together directly from the game's terrains textures, as you see there. All of this fits exactly within the Hanging Gardens of Babylon footprint, which is the target max footprint for a Wonder in the game.
  4. Kind of defeats the purpose of showing current damage.
  5. Hmm depends how precise and nice we want it to look.
  6. The game already has larger projectile actors you can use.
  7. I am curious how knowing the prepare time will benefit the player in any way? Will uber players choose one unit type or another based on prepare time? Average players won't. Information overkill is a thing.
  8. I was thinking kind of a diorama of an ambush site. A U shape of earthworks and palisades with a bunch of Roman bodies and equipment piled into the cup of the U shape. And then behind it, you see sacrifices like what you depict in your image.
  9. I think it would be easy for non-animated objects, like randomly scaling trees for example, but not for units which use boned animations.
  10. 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).
  11. A few concepts of the Grove of Fetters and maybe the Aftermath of Teutoburg Forest could help.
  12. 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.
  13. 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.
  14. Oooh looking very nice. How many triangles? Should probably keep it less than 3000 or so.
  15. 1.35 sec repeat time at 13 damage. Quick, what's the dps? What's more important?
  16. I feel like that's getting pretty far into the weeds as far as differentiation goes. Especially when the visual differentiation is lost in the chaos of firing at will.
  17. You are free to make 1.67% and 2.21% adjustments ad nauseam. But I never said changes wouldn't need playtesting. Of course.
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