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Kimball

WFG Retired
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Everything posted by Kimball

  1. I gotta be honest, I highly doubt that most of them are spam accounts. Sure, perhaps a few have slipped under the radar, but I guarantee the vast majority of them are just like the people replying to this thread.
  2. I usually add a foundation to my buildings. The only problem that remains is that terrain decals (such as corral mud and general dirt) still render at the base, and will still stick out like they do in that first screenshot.
  3. It's a matter of conserving your system's resources, not whether or not we think it's a good idea. There's a reason our water looks so awesome.
  4. I made sure to put it in my forum signature until it's done. Might repost this article on ModDB as well.
  5. I take back what I said.. I suppose I hadn't really looked at our current fog rendering, but I agree that this is better than what we currently have. And I also agree that the wide blur style is what we'll want to adopt eventually.
  6. Neat idea. If you're interested in writing a design document for a faction that will fit seamlessly into our game environment, I'd recommend you study the documentation of our existing 6 factions: http://trac.wildfiregames.com/wiki/Design_Document Good luck with the idea.
  7. Neat idea. I'm pretty happy with what we've got now, and I think I'm not alone in saying that the wide blur method is preferred.
  8. I'll address the ones that I can. Some of the programming-related questions (pathfinding, GUI etc.) will have to be answered by someone who knows what they're talking about. 1. LOL, I hadn't noticed that. 2. Yep. Working on getting the animators to finish up animal animations. Many units still do that, but it's not permanent. Don't worry. 7. I don't know if there's a way for the game to detect which side of the wall is "inside" with our current tower system. 8. Agreed. 10. I bet increasing the footprint size on them would solve that issue. Not a priority, but really simple to do. 11. Ships can currently sail from water to land, but not vice versa. This will change eventually. Edit: Your new #6. Simply click and drag around in a circle to rotate a building.
  9. I don't think I've seen so many scutums in one screenshot before. Very neat formations though. Looks like you've got terrain blending down pretty well, but some clever tree placement would make Miletus an awesome shot.
  10. PMD is our dated proprietary format, so Max wouldn't really help you in that case. Unfortunately, I don't know where to find the import scripts. If it's any consolation, I haven't been able to import them either.
  11. At Scion I've defined BBCode tags [hide] that basically HTML comment out anything within them, allowing me to make positions available/unavailable as necessary.
  12. I think I'd like to see more of your work.
  13. Looks great! Normally I get down on the lower pitch angles, but you managed to pull it off without much of an issue.
  14. Looks like a good start. I'll be looking forward to what comes of this.
  15. No, this is not currently planned, and honestly I don't really see an application for it. Though theoretically possible (to an extent), there's no reason why the player should need to modify the terrain during the course of a game. Modifying water, on the other hand, is out of the question. Rendering our water is relatively taxing, and rendering multiple planes of water would likely reduce your computer to a pile of dust. That's why our maps currently only have one water plane.
  16. Looking great! Although you're right, a custom texture would probably be for the best in this case.
  17. Yeah unfortunately the guy who has been doing the screenshots can't figure out where the game is saving them to.. so he can load them himself but he can't upload them. He also appears to be limited by his screen size.
  18. For those interested, here are a couple of new screenshots: One thing you may have noticed that stands out in the screenshots above is our introduction of paddy farms. As an alternative to traditional wheat farms that other factions can build, the Chinese may construct paddy farms. They are a bit more expensive but they replenish faster than wheat farms, allowing the player to task more gatherers on it without having to worry about their farms depleting rapidly.
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