Pureon
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Posts posted by Pureon
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The appearance of "Indian Woman" is cited as dark skin.But, as the game is dealing with Mauryan Empire, which had its empire stretched till the present day Karnataka state (http://en.wikipedia....ia#Subdivisions) and not the entire south India, the appearance should be changed to fair in complexion or somewhat similar to the colour of wheat.This is due to the fact that north India is cooler and south India is much hotter (http://en.wikipedia....f_India#Regions) and hence north Indians are more fair in complexion than their southern siblings.
If you take a look at the Mauryan female citizens in-game I think you'll be satisfied by their appearance.
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Nobody's been actively working on AI gameplay improvements recently and AI optimization improvements are more of a priority.
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Is this known behaviour?
Yes Both those AI's were created before phases were implemented, so they don't follow the same build restrictions that human players do. While this might sound like an advantage to the AI, they aren't able to research technologies and are therefore at a distinct disadvantage mid-late game.
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we make to push some update with sounds, i want more than greek, even all greek phrases/dialogues aren't not finished.
Please see this post for next steps related to unique civ voices. This subject seems to appear in every topic related to sound nowadays :/
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Pureon: I never committed any code to make the peacock have transitions. That's what the patch in the ticket leper mentioned is supposed to do. The XML in the peacock's actor isn't the way I'd want it to work, though.
So just to be clear, the transition states in the peacock's current actor file aren't functional?
If there's a way to make the transitions less abrupt without requiring new animations (which we don't have the time or manpower to do), that's what we should go for.
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By chance, do you guys want me to record anything else?
And did you see my last comment?
Did you finish recording all the Ancient Greek phrases listed here? Last I heard you still wanted to fix some of them and had a few left to record. Link me to the final download please
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Oh, nice. I wonder what those animations transition to, though. Maybe some generic pose.
I believe so, yes. It's not an ideal solution because it requires so many animations. Interpolated transitions would be preferred
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Any idea where this patch may reside? I only found this ticket, but no patch: http://trac.wildfire...com/ticket/1195
It was committed I believe. See the peacock.xml actor file and its idle_transition, feeding_transition, and walk_feeding animation states.
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The animation system should support interpolation between the last frame of one animation and the first of another, along with a specified transition time.
That's an interesting suggestion. It might not work for animations such as wheel rotations (they may interpolate the wrong way), but for skeletal movements like those above that could work sufficiently well.
I don't see this as a high priority issue to fix though. I would much rather see turning circles added for siege units and ships - http://trac.wildfiregames.com/ticket/940
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blockdiag looks like a good solution. I agree the syntax doesn't look too complex, although I'm not sure it can handle our labyrinth of a 'tech tree'
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I can't think of an easy way to fix this, but the case above is caused by the deer going from an idle state to a movement state.
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stwf could test your changes with the latest svn somehow? It would be good to get your Sound Manager rewrite committed soon if possible.
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Head gear and face textures committed.
are those textures downscaled from a high-res source? and the same with the models?
then you could later include the high-res version for ingame campaign cinematics (if planned)
Unfortunately they are textured completely in photoshop (no photos were used to create the textures), so they cannot be scaled.
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Thanks for working on this FeXoR. Hopefully one of the devs will be able to take a look and commit the patch soon
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Very nice work on the trireme ndragu
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Now that we have player number restriction per map size, I’ve looked into the available map scripts...
Amazing. Thanks for doing such a thorough job testing the random maps!
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while you are at it…
Would it be ok to either reduce the default player count to 3 or default map size to Normal for random maps?
I think it’s odd that the game defaults to 4 players on “Medium (3 players)”…
Either 3 players on “Medium (3 players)” (better performance wise)
or 4 players on “Normal (4 players)”.
That's not a bad idea. Until the game's performance is sufficiently improved, we should probably reduce the default random map setting to 2 players on medium
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Any excuse to throw in technology is awesome.
As long as it serves a gameplay purpose, yes
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The answer is to drop realism/historic accuracy to benefit gameplay/fun. As TheMista said, this is achieved by testing.
This is true.
Aren't there other ways to balance the camp without reducing the garrison count though, such as making it more expensive?
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Yes that's definitely an option
I fixed the odd face and added/corrected texture shadows to add depth to the turbans and wraps.
Please note: Units will never appear at this size in-game - so don't comment on the low-res textures or blocky models
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Thanks guys. I'll fix the dudes face texture. On such a low poly mesh the textures get stretched in places you just don't expect.
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Should be quite simple at first glance.
Great to hear, lets hope it remains that way. Thanks for keeping us updated
What I Would Like To See.
in General Discussion
Posted
Anti aliasing can be turned on in your computer's graphics card settings.