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Everything posted by Nescio
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
An option to toggle-off the terrain background in the mini-map would also be nice. Anyway, we're going off-topic.- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
Actually I rely heavily on the mini-map, where structures and units are simply player-coloured dots- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
Structures, yes, each civilization (except Athens) has its own set and they can be identified at a single glance, as should be. However, units are harder to distinguish:- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
Or through an option, similar to range visualizations or rank icons above status bar: It's worth trying out, although I've no idea how hard it would be to code. Usually I play maximally zoomed out and from a distance it's hard to distinguish player colour, civilization, unit type, or rank, all units look similar.- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
If footprints were displayed permanently, regardless whether units are selected or not, then I suppose player colour could be removed entirely from unit textures. I'm not sure that's a good idea, though.- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
Those colourful screenshots look great, although they're not as clear as the simple player-colour in Age of Empires: or Cossacks:- 160 replies
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===[COMMITTED]=== Persian Unit Texture Upgrade
Nescio replied to wackyserious's topic in Completed Art Tasks
For what's worth it, Herodotus gives a detailed description of the various elements in the Persian army, which might be useful: XerxesArmyAndFleet.txt- 160 replies
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I just noticed the “Home” and “Recent Commits” boxes are shown twice on phabricator: Surely this is not intentional?
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Yes, exactly. I've introduced a silver resource in my 0abc mod in 2017 and limiting barter and trade is something I like to have. That would certainly be nice to have in the default distribution. It's not inconceivable more mods intend to use a currency resource.
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Notre Dame cathedral loss
Nescio replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
The story goes on: https://www.bbc.com/news/world-europe-48022661 -
Did you manage to do this?
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https://trac.wildfiregames.com/wiki/BuildInstructions
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Notre Dame cathedral loss
Nescio replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
Suspected copy-cat behaviour across the pond: https://www.bbc.com/news/world-us-canada-47973354 -
Notre Dame cathedral loss
Nescio replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
It might get a quite different spire: https://www.bbc.com/news/world-europe-47959313 -
Yes, that's the point: if it can't be viewed, then how can one determine which value is appropiate? Mutatis mutandis for ElevationBonus.
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The boundary boxes you mean? However, they seem to be independent from the footprint; whether I give the template a height of 4 or 40 doesn't seem to make any difference in the actor viewer. `sele_range.xml`: <Footprint> <Square width="26.5" depth="26.0"/> </Footprint>
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Yes, that's something else I've wondered about. Is it possible to display a footprint box somehow somewhere? Looking at the templates only it's hard to judge which values are carefully chosen and which are arbitrarily copied. And another thing: the precision of footprint and obstruction values. Most heights, widths, and depths and in a '.0', although a few have different values; e.g. `pers_temple.xml` has an obstruction of 17.5×17.5 and the kennel template has 7.5×6.75. Sure, I can see there is a difference between 6.75 and simply 7, however, I'm not sure this precision is actually meaningful. Footprint and obstruction sizes are an approximation, right, so why the decimals?
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Don't put too much pressure on yourself.
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Deforestation - Wood should be a renwable resource
Nescio replied to balduin's topic in Gameplay Discussion
There is D1718, which would allow bushes to be partially harvested and subsequently regrow.- 105 replies
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Foundations and rubble and such might be boring to create, but they are really important and will be used by basically all factions in almost all mods in years to come.
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why celts (gauls + brits) are over-played : list
Nescio replied to JC (naval supremacist)'s topic in Gameplay Discussion
Not necessarily. Sling projectiles span the whole range from rocks of over 500 g via smooth pebbles to lead bullets of less than 5 g; catapult projectiles could be a factor 1000 heavier. The smaller a sling projectile is, the higher its accuracy, range, speed, and penetrative power; besides, they were easier to store, transport, and carry in combat, obviously. On the other hand, at close range a heavy rock could deliver a crushing blow (although you could also hurl rocks without a sling, of course). -
Notre Dame cathedral loss
Nescio replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
A few French firms have already pledged hundreds of millions to rebuilt the cathedral. I do wonder though if there would be the same amount of generosity and global attention if it were the Notre Dame Cathedral of Rheims or Rouen that was on fire. -
Thank you for your detailed reply, it's quite helpful. Do you mean “will be” or “currently is”? E.g. `rome_civil_centre.xml`: Also, two be two fndn_4x4 appear to be slightly larger than one fndn_8x8. Yes, how do footprint and obstruction size relate? Often the footprint appear to be obstruction + 2, but in some templates they're identical (e.g. in `rome_barracks.xml` both are 22×22), in others there is a difference of 0, 1, 3, or even more. To me, this seems rather arbitrary. It would be nice if there were a guide that explained how they're determined. By the way, do you also intend to create additional rubble sizes?
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Thank you, I'm really looking forward to this, and it will also be useful for mods in other timeframes. How large is a game tile and how does it correspond to the footprint and obstruction size specified in the templates?
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===[COMMITTED]=== Carthaginian Unit Textures
Nescio replied to wackyserious's topic in Completed Art Tasks
Thanks for sharing, I was curious how and where you find such artwork. There are several minor details I could nitpick about, but I suppose they're justified by artistic licence.