Pureon
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Posts posted by Pureon
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I'm not sure. I always thought it would be limited to buildings, female citizens, and animals.
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Lets see what others say
Thanks by helping us Pureon.
You're the one helping us
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Nice one.
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I agree three bars is too many. However the bars in the UI and the bars that appear above the unit when it's selected can be different - so stamina could remain in the UI, while Loyalty changes only appear above the unit.
For loyalty, perhaps the player color on the unit texture should gradually fade, or oscillate more and more strongly as it approaches the conversion point.
Unfortunately I doubt a gradual player colour change will be distinguishable on the textures, especially if conversion takes a minute or more.
Loyalty should have a bar appear above the unit whenever the unit is being converted - like siege packing appears when siege units are being packed, and then disappears. It doesn't necessarily need to appear on UI, just above the unit.
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Someone should begin a civ profile
I remember this one, and there may have been others created before my time
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Those are looking really nice Enrique
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I have no doubt whatsoever that Ptolemies will appear in 0 A.D. - the question is when
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Yeah... My proposal:
- Display as bars:
- Health (for alive things)
- Resource supply (for dead animals or plants in any state)
- Siege pack progress (only while progress)
- Loyalty (for alive units and some animals, when that is not in 100%)
[*]Display as icons on details box:
- Stamina
- Garrison capacity
- Resource supply (for alive animals)
- Health (for alive things)
The maximum that we will see will be two bars. Color may be not intuitive, but with only 2 for specific cases, will be easy to understand seeing the details box.
You've got Resource Supply written in both bars and icons - is this intended? I agree with your suggestions, but i don't think Resource Supply needs a bar (if the bar can be used for something more important). Garrison capacity definitely does not need a bar, it can just be a number.
Multiplayer games will get very interesting when capturing is implemented
- Display as bars:
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Well, I could add further trees/group of trees on the mid level terrain (Grass without interactive entities but the starting entities) at the end of map generation.
Since it was requested before I'm.willing to add those.
It's completely up to you I'm not sure how the map handles when there are fewer players, I think I've previously rushed the AI on this map so didn't need more wood resource.
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We wouldn't want fields to flatten terrain. So what we'd want is a way for the wheat stalks to conform to the terrain.
And that functionality would also then be used for props around structures
Mauryan Mill:
It's based on LordGood's model and some of Mythos Rulers concept art. Still not completely finished, but it's nearly there
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Hi tx2line,
Please check your PM
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I was thinking we could just have the building model include a cliff (It would look weird in biomes other than desert and savannah and maybe mediterranean though).
For a special building you could include a cliff, however you could use the Nabataean cliff architecture as a basis for free-standing structures, like we've used references from Mauryan caves.
As you say, it would be awkward to build a desert cliff on other biomes, so in my opinion the Nabataean structures should be free-standing, like the Great Temple.
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I wasn't expecting that.
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I'm working on these three structures next so could you send me the model you have in a 3D format I can open in Blender?
Thanks very much
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We're keeping that unique for the Romans, so for the Mauryans we'll attempt to use wood with stone foundations/structural areas.
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Those houses look great Pureon, Sorry I couldn't clean and post my own, but yours look way better anyway. They fit the footprints much better too
I used your models for inspiration, so your time certainly wasn't wasted
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Fourth variation for Mauryan houses:
Before I can commit them I need to optimize the meshes, make design tweaks, and then create AO textures.
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Everything looks absolutely amazing, but the texture might be a little too dark. Maybe it's just the lighting, but you can barely see the details on the barracks.
I think the textures in SVN now are too bright...
lol ^^ - The lighting on this map is indeed causing some of the darkness.
Added another house variation:
Worth noting that I don't do AO or specular map stuff...
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The Parthenon in Nashville, Tennessee. I'm going to be visiting there this Summer! My main beef with the reconstruction (besides it being built in concrete instead of marble) is that the original Parthenon was very colorful. Much more colorful.
Interesting. It looks like quite a sincere reconstruction (no arcades, lightsabers etc.)
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They said it in the video that those are placeholder models and they showed a few building of the other civ to make clear they usually look better.
That's good to know. Thanks
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I wish we hadn't activated the Mauryans for random maps. My placeholder models weren't for gaming with
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You're probably right
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Very interesting find Atenmeses52, thanks for sharing it with us.
Do you know what the circular object in the middle of the relief is? It's probably a symbol, but could also be a mechanism of some sort...
Sliding formations
in Bug reports
Posted
Is it only the siege wagons?