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Everything posted by maroder
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Updating loading screen pictures and tips
maroder replied to maroder's topic in Eyecandy, custom projects and misc.
Generally not bad, could be a bit more symmetrical i.e. the bottom left edge could be a bit less crinkled and rounded and your version looks very handpainted with the smooth color transitions, which is a design choice, but personally I would like a bit of a light paper texture on top. -
Updating loading screen pictures and tips
maroder replied to maroder's topic in Eyecandy, custom projects and misc.
My opinion would be to stick to the old paper look, but a lighter less burnt and destroyed version. A bit cleaner and minimalistic in style, but still a nice old paper texture. -
Updating loading screen pictures and tips
maroder replied to maroder's topic in Eyecandy, custom projects and misc.
art/textures/ui/loading Agreed. -
Updating loading screen pictures and tips
maroder replied to maroder's topic in Eyecandy, custom projects and misc.
Snapping: Territory decay: Triremes: Roman army camp: Autoqueue: Carthage Sacred Band: Catapult: Embassies & Mercenary Camps Experience trickle: Fishing: Forge: Gathering: Kush Pyramids: Outposts: Palisades: Quinquereme: Resource counter: Map flare: war elephants whales Forge Formations Biomes Iberian Fireship Tresures Barracks Cavalry stables Elephant stable- 28 replies
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I actually don't mind it that much either. Sure, visually they are a bit clumped, but gameplay wise it seems fine to me.
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matchsettings.json matchsettings.mp.json
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yeah, same error.
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A25 Feedbacks from testing
maroder replied to Yekaterina's topic in Game Development & Technical Discussion
@ValihrAnt About the biomes: would it help to tweak the resource values depending on the biome? So that trees and bushes in biomes that have only few of them have even more wood and the ones in india could have less, compared to the situation now. Could that help to make them more attractive for MP? -
A25 Feedbacks from testing
maroder replied to Yekaterina's topic in Game Development & Technical Discussion
yes they did. stoneSmall and stoneLarge and some were changed. -
A25 Feedbacks from testing
maroder replied to Yekaterina's topic in Game Development & Technical Discussion
@Stan` the mines are probably an effect of the terrain update. But it also makes sense that the alpine biome has plenty of stone. -
A25 Feedbacks from testing
maroder replied to Yekaterina's topic in Game Development & Technical Discussion
If chicken are too small we should use other animals. But please no monster chicken. -
Just found this video and thought that it is a good watch and also very related to this topic:
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Mercenaries in p1: Bad or Good?
maroder replied to BreakfastBurrito_007's topic in Gameplay Discussion
Disagree. The metal mining rate is much lower than the wood gathering rate, so if you want to mine enough metal to make a p1 merc rush, that should clearly put you to an eco disadvantage, as your CS are busy mining metal and not gathering wood. Also, as mercs don't help you with your eco either it still means that this is a risky strategy. Yes, mercenaries can make a big difference, but if your opponent only has a few CS at the point you show up with the mercs, than he made wrong choices and probably should have scouted more. Regarding advanced rank: yeah, would also be ok as a p2 tech. About the embassy: True. If it is indeed so fast, then it wouldn't make a difference. -
Mercenaries in p1: Bad or Good?
maroder replied to BreakfastBurrito_007's topic in Gameplay Discussion
@LetswaveaBook I like thew general idea, but I think it is a little bit to complicated. This extreme reduction in training time between p1 and p2 seems not logic to me. My thoughts for mercs (trainable from p1 or p2) is this: High metal cost (maybe 60 for infantry and 80 for cav or even more) - This should prevent spam in p1 advanced rank from the beginning - You should get something for your investment no (or very little training time) - to differentiate them from CS Once you build the embassy, you can train them from every barrack - Works as an entry cost and to not be restricted by the number of embassy -
Map Editor: Creating own map: How can i enable/allow ceasefire ?
maroder replied to Kim's topic in Bug reports
I would say there is always something to do and any help is very much appreciated -
A cleanup would definitely be good imo. Mostly that it's a trigger map ( but could also use new textures). My main problem is that it is included in the default filter, so you click on it, expect a normal game and then gaia shows up and bothers you the whole time. _____________________________________________ My first proposal for a cleanup would be: Skirmish maps: All the nice looking maps that are not procedual Random maps: All the nice looking "normal" procedural maps Special maps: All the trigger maps and otherwise "special" maps, independent how they are generated And the maps that are now in the scenario category can either be put in the skirmish category, if they don't use triggers/ have special objectives, they can be put in the special category if they have these features or if they have really elaborate objectives, they should be turned into a campaign. _____________________________________________ Second proposal if we want to get rid of the skirmish/random differentiation completely (which I also wouldn't mind) Default/Standard: All skirmish and "normal" procedual maps (i.e maps where you can have standard match on without having to worry about flooding or gaia attacks ect) Special maps: The rest (Trigger, Objectives, experimental ect.) And then we could still use tags for the map filter e.g. "balanced", "MP", "naval" ect. ______________________________________________ The best reason I see the keep the skirmish/random differentiation, is that you can choose the # of player on random maps, which you cannot on skirmish maps. But I don't think this would be a huge problem.
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[Resolved] Meaning of "wheel" icon for costs unclear
maroder replied to Ceres's topic in Gameplay Discussion
I like the idea of an hourglass, but at the end of the day, the complete UI would need a proper audit to decide which elements are good and which are not. -
There is already a map that uses flooding. you can find it in the random map category under the filter "Trigger maps" and it is called "Extinct Volcano"
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we need volunteers ... There are many absent members
maroder replied to Lion.Kanzen's topic in Gameplay Discussion
You can, which is quite handy Its in binaries/sytem/pyrogenesis.exe But make sure to only use the [autobuild] revision for testing, as the revisions in between may not be that stable when using this autobuild (Its only done once a day and not after every commit) -
[Resolved] Meaning of "wheel" icon for costs unclear
maroder replied to Ceres's topic in Gameplay Discussion
Yes, for technologies. For buildings, this time gets shorter, depending on the number of builders. -
we need volunteers ... There are many absent members
maroder replied to Lion.Kanzen's topic in Gameplay Discussion
You use svn? Then just svn up to the newest autobuild and all should be fine. I don't think mixing binaries and source from different revisions is a good idea. -
[Resolved] Meaning of "wheel" icon for costs unclear
maroder replied to Ceres's topic in Gameplay Discussion
In pic 2 means the "cost" of time, or the time in seconds to build/ research something and in pic 1 it means the Game speed. @Lion.Kanzen was faster -
Here is my personal "prettiness" rating of the skirmish maps: skirmish_maps_rating.csv 1: Eyecandy (keep) 2: Still nice but some textures could be updated (keep) 3: Need some work, mostly on the texture side (maybe keep) 4: misc, similar to 3 (maybe keep) 5: Does not look nice or has a random map that is equally good (would't mind removal) 6: Definitive remove (Basically the trigger map) * Edit: forgot the Naval Maps, but they are all category 3 Summary: even if we keep only the maps from category 1 and 2 we still have 37 left, which is _plenty_ one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.