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maroder

WFG Programming Team
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Posts posted by maroder

  1. 1 hour ago, Lopess said:

    Could you give some details on this point. What textures do you find problematic?

    Sorry yes, here are the specific points :):

    the roof textures (straw) look ok from far away, but when you zoom it they lack details. Something with more detail and or a normal texture would be nice.

    Generally I guess all textures would profit from some normal maps to give them a more realistic look.

    Also at the moment the buildings use two different kind of roof textures: the old iberian one (e.g. arsenal) and the new one. I guess it would be better if that would be consistent.

    I don't particularly like how the stone texture on the temple and wonder looks. A bit too stretched.

    The sauna and the corral use water objects that are just a blue color. Should probably use the player_water material like the wonder.

    The ground texture of the wonder is much too coarse.

    The ground texture of the castro should be a proper texture. Looks like that is only one color.

    _____________________________________________

    And another thing I just noticed:

    The castro uses unique palisades. It should just use the palisades that are already in the game (iirc how its done for the building of the britons).

     

     

     

    • Thanks 3
  2. I also like the buildings, very nice work :D 

    few remarks:

    I think the textures could be improved :) they look a bit to "unreal".

    Something is wrong in the mesh of the wonder -> gives an strange effect when looking at it from the top.

    I got the following error: ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/lusi_piedras_short.dae" for actor "structures/lusitanians/wall_tower_stones.xml255"

    Why is there a castro and a fortress? Is that not the same?

    If you compare the scale of the vases on the wonder and in front of a normal house, there is a big difference in size. I think it would look better if the size of the props would be more uniform. Also the size of the buildings compared to each other could maybe be improved.

    The female citizens don't seem to have anything indicating the player color. This may be confusing I guess.

    and also this "dependencies": ["0ad => 0.0.26"] should be "dependencies": ["0ad  >=  0.0.26"]].

     

    But overall, really nice work, keep it up!

     

    • Thanks 1
  3. 1 hour ago, wowgetoffyourcellphone said:

    Guys, the Princess Camp is a fantasy element that takes the civ so far removed from the other civs that you jeopardize their inclusion. 

    while I like the idea and new funny mechanics in general, I have to agree. Better to keep this on a separate branch for now :)

  4. I would definitely prefer rice (mostly cause it is a nice to have something different than the usual fields)

    And afaik most people are not against rice per se, only the opinions on the correct depiction diverge.

    So imo, yes just make rice the default, so that at least people can try the mod without getting errors :)

    • Like 1
    • Thanks 1
  5. 1 hour ago, Stan` said:

    Yeah the issue is that it doesn't show water on low settings.

    I don't want to sound too snobby, but considering how the water looks on the lowest settings that may be an improvement :P

    jokes aside yes that is a problem but none I can solve.

    • Haha 1
  6. 19 hours ago, artoo said:

    Regarding rice, the current fields are also placeholder. I opted for the little ones, because I find them to scale better than this...

     

    screenshot0256.png

     

    It somehow looks odd in my view, and so rice plant naked.

    I agree that this ^ looks strange and I'm not sure which version of the fields that is, but the version that is in DE looks nice to me

    screenshot1122.png

    they could be a bit closer to the ground and the rice plants could be a bit more random but overall I like the look.

    Or as I already mentioned one of the drafts from this thread: 

     

    • Like 3
  7. 4 minutes ago, m7600 said:

    And even if I was, that doesn't mean that you can't work on it too

    well doing the same work twice is wasting time :D

    5 minutes ago, m7600 said:

    You're probably going to make something better than me anyways, so go for it.

    I mean I will try, but that is an understatement of your work :)

  8. 2 hours ago, Stan` said:

    Just to mention it, I had a lot of good feedback about turn rates in A24 from casual players and some YouTubers which seem to be totally against what's represented on those forums

    Yes causal players are very much underrepresented here. 

    But even if they would voice their opinions more publicly, the question is still if it is possible to find a balance between what causal players want and what competitive players want.

    Turn rates/ acceleration is just the tip of the iceberg.

    • Like 1
  9. I don't mind acceleration in general, but the problem is that the current pathfinding of large units and formations doesn't fit well to it. 

    Large units are frequently obstructed by other units and have to stop and turn around and accelerate again and are obstructed again and have to stop... ect.

    For me, this makes them more annoying to navigate. This could however be mitigated if unit pushing would also include standing units, so that larger (heavier) units could just push obstructions away.

    And it's a similar story for acceleration and formations. If they would have a smoother movement and would shift less, the acceleration wouldn't be an issue for me.

    • Like 1
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