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Everything posted by plumo
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New GUI: Design & Features Discussion
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I'm also in favour of showing attack, range (if needed) and armour values more prominently... -
New GUI: Design & Features Discussion
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I'm not really convinced with the new mockup IMO the position of the unit icon and the unit information doesnt feel 'right'.. hard to explain. Too crowded ? -
Post-processing effects test (SSAO/HDR/Bloom)
plumo replied to myconid's topic in Game Development & Technical Discussion
Do we want that blurry, oversaturated AOE3 look? Tbh, I love 'clean' graphics. It's hard to explain but I hope you understand what I mean exactly. PS: too much 'bloom' can kill the atmosphere: Dawn of fantasy is a good example... -
Post-processing effects test (SSAO/HDR/Bloom)
plumo replied to myconid's topic in Game Development & Technical Discussion
I have the latest SVN revision on my comp. and i can compile it with express 2010. I don't know how to add your patch. But i ll check the topic. -
Post-processing effects test (SSAO/HDR/Bloom)
plumo replied to myconid's topic in Game Development & Technical Discussion
Well, I'm on windows 7 64bit with an Nvidia card ( GTX 560 Ti). I can test it if you provide some more detailed steps so I know what to do ( I don't know much about this) -
New GUI: Design & Features Discussion
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Of course, it is AOE2. I just meant: I prefer my minimap on the right side -
New GUI: Design & Features Discussion
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
@memmaker650 I would say in this game: http://www.google.be/imgres?imgurl=http://i1-mac.softpedia-static.com/screenshots/9-895_2.jpg&imgrefurl=http://mac.softpedia.com/progScreenshots/Age-Of-Empires-II-Screenshot-7300.html&h=480&w=640&sz=202&tbnid=dpYdSiJT7GCk7M:&tbnh=92&tbnw=122&prev=/search%3Fq%3Dage%2Bof%2Bempires%2B2%2Bscreenshot%26tbm%3Disch%26tbo%3Du&zoom=1&q=age+of+empires+2+screenshot&usg=__jgdZ9Nd2P7huNBOk4UOfSWY_MjQ=&docid=gxDrs3zLSExdJM&hl=nl&sa=X&ei=-7i_T4eGFoPO8QP1g7nMDg&ved=0CGcQ9QEwAQ&dur=199 -
New GUI: Design & Features Discussion
plumo replied to Mythos_Ruler's topic in Game Development & Technical Discussion
The mockup is an improvement over the original. I like to see the stats of my units, I like that. Mythos, this screen is for a building. Can you also do a mockup for units? ( more than 1 selected). Can be interesting to compare. @ memmaker650 I would keep the map to the right (nostalgia). In fact, if the UI will be modular somewhere in the future, we might decide ourselves. -
http://trac.wildfire...estone=Alpha+11
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i'd like to see the system with indian tribes like in aoe3. minor civs can have a small city on the map that you can claim, thus unlocking a few units and unique technologies.
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Post-processing effects test (SSAO/HDR/Bloom)
plumo replied to myconid's topic in Game Development & Technical Discussion
Well, I know it is easy for me to just comment ( as I don't have to do all that work) but I think it could be useful for say, ingame cut-scenes. (Were there no plans to redo the models of units with higher poly count?) 0 AD is not just a game, it is THE leading opensource RTS engine who knows what other mod teams could do with those possibilities (yes, I want to see more Rise of the East screenies) -
What if we combine floods with Mythos Ruler's new farm paradigm next to a river... anyone fancy a Nile map ?
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IMO 0 AD should be completely playable without having to use the keyboard ( mouse only). Hotkeys are for multiplayer / pros I like to be able to build everything / drag walls with mouse only.
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Was I the only one thinking when I saw this thread: floods ingame would be cool? I mean: adjustable water level ingame?
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The wall system is neat Just one minor, trivial thing: change the foundation of palissades (now there are a lot of stone bricks) to only contain wood elements. I almost feel bad writing this down , so trivial
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An Article that i found interesting
plumo replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I can"t wait to see the campaigns that will be developed for this game For those who downloaded scenarios/campaigns for the age of series over at Heavengames.com: there is a lot of inspiration there. Someone must give Ingo Van Thiel a ring -
In the current system, there is no need for a bell for soldiers as they have their weapons/armour ready even when shuttling resources. So they can fight. But if soldiers are vulnerable shuttling resources, it might be useful. Anyway, I trust Quantumstate will come up with sth nice
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Double walls and luring enemy soldiers within reach of towers sounds amazing. For that to happen, soldiers ought not to be able to destroy walls without siege equipment. It would be cool if the AI goes for smashing the gate first, so you can make a bottleneck.
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Nice pureon. Is it possible to make the walls like the chinese wall? I hope you get what I mean. Instead of pieces of wall that "dont fit", a smooth wall.
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I like the drag-and-drop wall system but it makes me wonder: those 'towers' between the walls ought to have their attack removed. Maybe make them upgradeable (like in BFME 1 & 2)? Also: I hope that walls will be expensive and will take a while to build, unlike in the age of series, where it was easier and faster to build a new wall than to repair your damaged walls... When stone walls take a while to build, it will give palissades a lot more of importance, even in later phases of a game.
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I agree there ought to be a bell/back to work system. But it is much more complex in 0 AD. In Age of Empires series there is a clear difference between civilian and military units. Maybe we need 2 different "bells", one for civilians (women), and one for soldiers who are mining/foraging/ etc...
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Also: I tried to build the game today and I couldn't open the editor
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I thought about Roman soldiers building a camp for the night. Everyone working, every 10 meters an armed soldier etc I still like the idea ( and no, not because I proposed it). Maybe it only happens when building forts and watchtowers OUTSIDE your own borders?
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Mesh skinning performance
plumo replied to Ykkrosh's topic in Game Development & Technical Discussion
Or the low quality one for old rigs, and the higher quality one for newer computers? If you use 2 models, won't you notice the change while zooming out or in?? -
Showcases and Old maps: - Lots of errors in showcase maps: Hellenes (Hellenic Royal Stoa), Carthaginian, Persians, other demo maps... - No Roman showcase map ( if required, I can give it a try...) - Maybe the showcase maps can be remade, as beautiful towns and real showcases... ( I'm a volunteer ) Wishlist for props (@Mythos-Ruler and @Pureon) - Don't remove the old Gallic walls please - Pureon, could you also make a low stone wall to accompany the British Broch ? f.e. Broch walls or This. I think they will look smashing in campaigns as props Idea for resource shuttling When soldiers are shuffling resources, they still carry their arms and armour.I don't know what you guys have in mind, but I have an idea for this. Imagine: you task some Roman soldiers to start mining ore. While they are doing that, they shouldn't carry arms or wear armour. Nor when they are working, nor when they are coming or going to and fro the storage. So: they receive a speed bonus, but also a big penalty in damage and in armour. This would make ambushes much more effective and realistic. How can they get their armour and weapons back then? Some possibilities: - They return to the closest dropsite to get their weapons and armour. - Or a special prop is created like this . ( Check shields/weaponry in right bottom corner) The soldiers who are working / building can keep their weaponry nearby, but ofcourse it takes some seconds to put it on.