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legendEx

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  1. I have an issue regarding different map trigger events suddenly appearing in my pre-game session; The appearance of the 'Sea Level Rise' event setting for the 'Extinct Volcano' map on a custom made map based on the 'Polar Sea' where only the arctic wolf spawn is the trigger event there. I was wondering if there is some kind of code to disable the 'Sea Level Rise' trigger on my custom map while leaving alone the wolf spawn trigger through the map editor?
  2. Not just terrain textures, I'm also referring to (very old) textures and 3D designs of buildings from a few factions (namely the Persians, they look very old compared to other factions); The ground terrain texture that are a part of some buildings (ptol houses, etc.) and most of all the props and eyecandy objects; many of the props when you select them on map editor they are either under the ground or floating in the air, some boat objects have them underwater instead of floating on the water surface. The Cliff objects are basically just a single sheet compared to one that I actually liked using (furrowed cliff), and many other object actors/entities that needed to be looked at. All in all, I wish for a more uniformed and standardized 3d design and textures for objects. The maurian and kush buildings are among the most uniform in terms of design and texture while the Persian ones simply looked dated and flat. And the Ptol and Spartan buildings have those dirt and stone ground textures attached to some of the buildings. Eyecandies and Props not only should have some more polygons on them, they should also be more better looking so they can be used for making custom maps and scenarios, and instead of props being basically yanked out of the main object, each part should be separate and usable (e.g. Selecting a 'Sword Weapon' prop will give you a sword that's half buried on the ground, so instead of that it should be a sword standing on a rack or a set of swords on a rack.; Selecting a prop of some building will give you pieces of that building that is composed of the metal or wooden parts of that building even if half of them are floating or half-buried, so instead of that the specific prop should be separated into several selectable parts; A standing metal door, misc set of tools on a table or in an open crate with a few barrels filled with equipment or resources close enough to be regarded as a single large object, Metal ornament/s that's not floating in the air or half-buried, A wooden boat/ship that can float in the water instead of floating in the air, etc.)
  3. While making my own custom scenario using the Polar Sea map in the editor (since you still can't change the values and parameters of entities and objects there) I noticed a notable amount of the props and eyecandies are not exactly up to date, and some don't even look usable due to their appearance (structure props). Also, some of the Ptolemic and Sparta buildings have that ground texture that seemed out of place compared to the rest of the buildings of it's faction. (e.g. dirt ground from House and marble ground on Temple). I was wondering whether there are any plans to remove and replace them altogether in the next update or two? And also making any further upgrades for the map editor in a way that mapmakers don't have to use the javascript just to alter the property values of units, structures, other entities. Especially the trigger node objects and event scripts, I am unable to touch them mainly because I'm a total stranger to JS codes and how they work. Attached Image is my suggestion for editing the properties of an entity unit as well as a list of status effects I have come up with.
  4. So will the next (big) update be able to finally resolve the massive lag issue occuring during gameplay, the one where the more units are around the slower/choppier the game gets to the point where it's almost unplayable, and sometimes the game even crashes due to the massive lag? And another thing; will there be a skirmish map where the gaia is the true enemy like in the arctic map? Basically a gaia opponent that poses a threat than regular AI opponents depending on the setup? Also maps where sometimes a random indestructible gaia building can spawn where if a player can capture it, it gives the owner benefits (e.g. +resource/second, can train certain special units, etc.)
  5. I like how the gaia puts up a fight in jebel barkal, polar sea and danubius, especially the former. More like it is needed where the gaia is more of a real opponent than the Standard AI player. it can be an opponent (or a map) where the gaia either has it own pre-built base/town, or enter a map from one or two direction/s with increasing number and frequency overtime but not to the point where the game's framerate instantly drops. Doesn't have to be historical, just for fun playing in Sandbox Mode. Suggestion: A 'Gaia Bot' aka 'Fauna/Bandit Bot' (Color: Grey) -'Gaia AI' entity but somewhat different from the Regular Gaia (White) that wander the map, they can either be a well organized group of bandits of varying levels, or wild animals that will flood a player's base or everyone's bases, along with the whole map -Friendly to regular gaia units/buildings, takes no sides by default (unless you change it's behaviour) -The Bot has two versions: the Bandit Version and the Fauna Version -The 'Bandit Gaia AI' possesses special unique buildings that ,when captured and depending on what type, gives you access to their own specialized features; - Black Market/Smuggler's Hideout = SH (Small Market) gives 2x the trade profit, BM (Large Market)= 3x trade profit (needs some balancing) - Research Buildings = certain building/s like a 'Smithing or Siege Encampment/Building' gives access to certain unique upgrades to your units/heroes/buildings on top of what you can research in your own chosen Civ - Economical Buildings = these type of buildings either gives the player a +% Gather Rate for 1 type of resource or gives your workers a resource drop off multiplier for 1 type of resource (e.g. 'Tool Storage House (Small and Large)) - Resource Buildings = they function similar to the Farm and each gives you a different resource once a player assigns 5 workers max to 'gather' from them but unlike the farm they have a much slower gather rate, even if you researched all the necessary boosts these unique resource buildings will only give you a 'normal' gather rate the same way if you did not research all the +% farm gather rate throughout the game (e.g. Makeshift Mine/Quarry/Timberyard) - Unit Production Buildings: - Bandit Camp = Appearance is either the 'Mercenary camp' structure entity or an alternate design of the former, trains basic Mercenary and Bandit units - Bandit Compound = Stone structure similar to 'Military Settlement' with less territory control, trains late game Merc, Bandit Units - Bandit Stronghold = Fortress structure that doubles as a 'Civic Center' with 2x the defense stats of the former with only 4/5 territory control radius of the latter, trains Merc and Bandit Champion Units + Bandit Leader/Warlord/Hero 'Unit Composition'' -The 'Bandit Gaia' Version has it's own unique 'Bandit' units (Basic, Advanced, Champion, and Hero Units) - Killing the units it control gives you 2x loot and x1.5 exp but in exchange all their unit stats are slightly higher than their normal counterparts - Includes All trainable Mercenary Units in the Game, as well as Random Units that serves as a stand in for bandits using looted equipment As for the Fauna Gaia AI, various (slightly buffed) non-food resource Wild Animals like Lions, Wolves and Artic Foxes, can either spawn/enter the map's edge from different directions not long after the game starts then proceed to go after everyone depending on the settings while their spawn size and aggressiveness grows with every successive wave. Or, they spawn from Gaia Structures like 'Dens' or 'Caves' on certain terrains or 'Designated Areas' at regular Intervals, or a combination of the two. Win conditions can be chosen like usual along with staying alive until a specified time is reached or a player can play an endless game with an indefinite spawning Fauna/Bandit Bot on Sandbox/Very Hard Difficulty or choose to be an uber hardcore player by adding regular AI/Human players into the mix Also fps performance issues when there's too many units in one gameplay and 'inconvenient/impractical' looking building placements on uneven terrain, just saying.
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