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Pureon

WFG Retired
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Posts posted by Pureon

  1. 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.

  2. 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)

    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 (y):)

  3. 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.

  4. 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.

    http://youtu.be/1ZUpA24kxrY

    • Like 1
  5. 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:

    qXBIx.jpg

    Worth noting that I don't do AO or specular map stuff...

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