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maroder

WFG Programming Team
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Posts posted by maroder

  1. 20 minutes ago, Gurken Khan said:

    I think it looks terribly inefficient and ineffective. Maybe it would look different if firing at a (more static) group. But if the damage is lower than a regular attack, I don't know if I will be interested in that feature.

    I guess this isn't an either or debate. As I understand you could still use normal attacking mechanics, only that you will have another option to "attack-ground" if you want to use it.

  2. 10 hours ago, alre said:

    anyway, I really feel like insisting that it doesn't make sense to try to be accurate about the historical choice of materials and then have rice fields in patches like those. I mean, it's both unreal and eye catchy, so I guess it's a tradeoff, buth mind about where do you stand.

    well it's mostly me insisting and I can tell you that I like to look at nice things. The new wall textures from @m7600 look nice and are historically accurate, so win-win. The rice paddies may be a bit more on the eye candy side, but I would say that's artistic freedom.

    Also: this design is adaptive to the ground, i.e. it still looks good if you build on uneven terrain.

    ___________________________

    @wowgetoffyourcellphone

    This is the best I can make it look.

    screenshot1121.png

    screenshot1122.png

    screenshot1123.png

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  3. 32 minutes ago, wowgetoffyourcellphone said:

    Looking at this comparison, I think all that needs done is to have less tiling in the paddy water. Each section seems to have about 4 repeating tiles of water.

    The problem is that the speed is not scaled accordingly. I.e if you scale it up, it seems to move even faster. 

    And yes the only way to change the waviness is to change the code of the shader.

  4. 27 minutes ago, Stan` said:

    It uses whatever the map settings are on the version you used. We don't support different types of water.

    Then there has to be some kind of other effect playing into this. maybe scaling?

    Because the water in the fields definitively moves faster and has way more waves than the water on the map.

    screenshot1117.thumb.png.9b38141ac4caab5e3b1dd45f00a33ec7.png

    If it would be exactly the same it would look fine I guess.

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  5. 15 minutes ago, Ceres said:

    I like this idea very much. However, if I remember correctly, a similar question about certain terrain (e.g. marshland) could slowdown units was answered that it was not possible or with lots of complexity, only.

    Yeah, but it should be straightforward in this case. The Problem is that "marshland" would be part of the terrain, while the fields are are just actors placed on top of the terrain. So no problem adding an aura.

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  6. On 21/04/2021 at 6:44 AM, Freagarach said:

    Keep in mind the history department needs to give their "go" as well

    I was going through the tread again and I would again like to discuss or at least understand why rice fields would be historically inaccurate.

    @Nescio @Genava55 @Thorfinn the Shallow Minded

    From every source I find from my not very scientific research

    https://www.researchgate.net/publication/301949120_Rice_in_China

    https://en.wikipedia.org/wiki/Han_dynasty#Metallurgy_and_agriculture

    https://en.wikipedia.org/wiki/Society_and_culture_of_the_Han_dynasty#Clothing_and_cuisine

    http://www.china.org.cn/english/2002/Oct/44854.htm

    It reads the rice was of course more cultivated in the southern parts of the china, but that it still was a staple food during that period. So it doesn't seem wrong to me to include rice fields, even when it wasn't grown in all parts of the country to the same extent.

    My reasoning is than the models looked really great and unique as far as I remember. Unfortunately now, neither DE nor the Han mod include them, so I can't have a quick look at them again.

    If it is so extremely historically inaccurate, because rice was not the "main" crop, would it at least be possible to include them as a second type of field? Maybe in P2 with different stats?

    [Edit]  Just as an idea: It doesn't look like the city layout/ fields around the CC thing is going to change towards more realism, so we might as well really lean into that and even give the rice fields a small aura that slows down units that walk over them (cause it's harder to walk through muddy/ flooded fields). Then you can have an extra small defense around your CC through rice fields.

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  7. 45 minutes ago, MoLAoS said:

    I would probably implement formation bonuses with individual auras. So for every unit in formation in position within 2 tiles to unit +1 defense or something. Should be quite fast because you only need to check within formations and between engaged formations.

    Formation bonus is already implemented, but only used in one case. See: public/simulation/data/auras/units/heroes/athen_hero_iphicrates_1.json

    So probably no need to implement it again if you want to use it.

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