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as-saffah

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Everything posted by as-saffah

  1. Is there a way to implement or simulate the wall-building technique that's in Age of Empires 3? I like being able to drag and waypoint-click any length of wall I please. It will then build the wall on any terrain that's passable and buildable. It automatically calculates which combination of the standard-sized wall segments to use to fill in the line. You can choose wall segments 2, 3, 4, or 5 map units wide with fence posts or wall angles at each end. You may build the wall in any direction, or change direction at a node, and it will build the new wall segment in the new direction, along the angle you choose, within an error of 7 degrees. Lastly, you can convert a pre-existing wall segment of length 4 or 5 to a gate of width 4 or 5. It's a very robust system, and quite versatile. Is there any way you can encode the 0 AD walls to behave like this? If not, I fear that wall building in 0 AD will be severely limited in its tactical and strategic value during real games.
  2. Just seconding the idea of vineyards. A berry bush is a poor substitute. Vineyards have a visible trellis and you should be able to place them in ranks. It could be a scenery object, or a gatherable resource a civ could build in-game. Another fan of fruit trees. It doesn't have to be spectacular. Just add some golden yellow (apples, citrus, figs) or reddish purple (plums, cherries, black figs, olives) flecks to an existing tree with a roundish, even crown. Take a palm tree, add some reddish brown clumps at the top, you have dates and oil palms. Again, it could be a Gaia harvestable object, similar to berry bush. Or it could be part of a buildable cultivation area, an orchard, specific to a certain civ or multiple civs. Lastly, be aware that by 0 AD, Greeks, Romans, and Persians all had contact with subsaharan Africa, east Asia, and the subarctic. You may wish to leave open the possibility for a roleplaying campaign in one of these frontier areas. Adding in a small number of selected exotic flora, fauna, and relics from these faraway markets will add to the potential of this game. Alexander's men were acquainted with tigers from southeast Asia and India, there was a Greek market town on the Strait of Malacca, and captive Greek and Roman artisans were often taken abroad by Scythian and Parthian warlords to work gold on the frozen steppes and mountains in central Asia. For this reason, there's also a case for making a small subset of snow terrains that correspond with European and Asian terrain types.
  3. Very nice looking screenie. Thanks, Pureon! I was playing with the atlas a few weeks ago to see what buildings, units, and textures were available. I made some screenies of a simple Celtic Iron Age hill fort here. It's very nice being able to alter the ambient lighting with this nice GUI within the editor. Users of Age of Empires 3 can get similar effects, but only through trigger scripts, so you can't see the effects until you playtest the game. With my current graphics setup, shadows, ambient lighting, and translucent textures all work very nicely. (2x ATI Radeon 5870 1Gb GDDR5, driver version 10.7 for 64 bit Win7). Changing water tint, reflectivity, clarity, and wave intensity is also very nice. This is important in setting the mood of a scene - a dark stormy night on a grey leaden sea, or a sunny tropical paradise with calm, crystalline waters. I do miss being able to have two separate bodies of water at different heights, but for most skirmishes and multiplayer settings, a single water table should be enough. Is there a way to change viewfinder camera pitch and zoom within the editor? I wanted to take a lower pitch view of the fort, but had to exit editor and playtest the map to get the camera maneuverability. Other things I could not find but perhaps need help with: Resizing map, point elevation picker/painter, rotating buildings in z-axis. As for units on walls, if a point elevation tool were available, you could raise a discrete ridge of terrain and then place wall segments along its sides. This is how you do the trick in AOE3. Since it appears units can walk through wall segments I don't think it's possible to have units walk on top of them.
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