Mythos_Ruler Posted October 22, 2010 Report Share Posted October 22, 2010 Formations wouldn't be "basic" if they all worked. Quote Link to comment Share on other sites More sharing options...
Cassador_Chris Posted October 23, 2010 Report Share Posted October 23, 2010 I guessed I was confused by the "basic formations", thinking that more than one have been implemented.As for the grayed out... I thought they were grayed out because I hadn't selected them yet!Just some small stuff I miss:The idle villager button. Not sure how this would work with 0 AD though, as the villagers are also very often soldiers. But something like it.A "choose your civ" in the single player mode....there were a few other things but I can't remember them atm... Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 23, 2010 Report Share Posted October 23, 2010 There's actually two implemented: Open Order Line and Column. Units will automatically switch back and forth. Quote Link to comment Share on other sites More sharing options...
Pureon Posted October 23, 2010 Author Report Share Posted October 23, 2010 I made fire:Unfortunately these are just static models created to test transparencies... but thought I'd share anyway. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 23, 2010 Report Share Posted October 23, 2010 It would actually be quite trivial to add fire to the game, to denote a building's health, once we had particle animations. Once a building hit a %-age of health it would choose a bigger fire actor prop. Quote Link to comment Share on other sites More sharing options...
Aldandil Posted October 24, 2010 Report Share Posted October 24, 2010 Somebody once pointed out that it would look silly and unrealistic for buildings to be on fire indefinitely without actually burning down. I was thinking that the props showing damage would be broken parts, such as covering the door with a very thin prop that looks like a broken door, or whatever. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 24, 2010 Report Share Posted October 24, 2010 Right, just mentioning how easy it would be to do. Personally, I think bits and pieces of eyecandy flying about when the building is hit with a siege rock or whatever will suffice. Quote Link to comment Share on other sites More sharing options...
Pureon Posted October 24, 2010 Author Report Share Posted October 24, 2010 I understand your point Aldandil. Perhaps if a building's health has decreased below 30% the health can start to decrease slowly by itself, therefore simulating the effect of the fire.Would Pyrogenesis be able to darken the textures 10-20% as the buildings health decreases? That could be an easy, less system intensive, way of simulating health. Anyway, I'm sure you guys have already discussed this a million times over... Quote Link to comment Share on other sites More sharing options...
Vingauld Posted October 27, 2010 Report Share Posted October 27, 2010 Why does the Celtic temple look like Stonehenge :'( Quote Link to comment Share on other sites More sharing options...
SMST Posted October 27, 2010 Report Share Posted October 27, 2010 Why does the Celtic temple look like Stonehenge :'(Because in reality, the Celts had no temples and worshipped their gods in the open nature.I see your point, though. Prior to the Celts, there was a megalithic culture in Western Europe who built the great monuments such as Stonehenge, Carnac and the like. However, I assume the developers of 0 A.D. follow the theory that the druids used the megalithic monuments to their own purposes, thus making it "sacred places" of the Celts.Remember that this is a game, no history simulation. Quote Link to comment Share on other sites More sharing options...
plumo Posted October 27, 2010 Report Share Posted October 27, 2010 (edited) I disagree, SMST.It is true that celts worshipped their (hundreds of) gods in nature f. e. groves, etc.However, it is also true that they often built corridors around some 'places of worship', mostly a simple palisade wall. Druids were responsible for these (maintenance, sacrifices) ( Nemeton , in greek I think) So it became a sort of primitive temple. Because of this (wooden materials) almost no remains are left of course, especially because the Romans heavily persecuted and wiped out druidism.Whether the Celts actively worshipped their gods in pre-existing Megalithic remnants is something I should delve deeper into. Edited October 27, 2010 by plumo Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 27, 2010 Report Share Posted October 27, 2010 We thought about making their temple a big oak tree, but then we thought it would look kind of stupid. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 27, 2010 Report Share Posted October 27, 2010 lol, kinda like an Elf thing Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 27, 2010 Report Share Posted October 27, 2010 Yeah, so "building" a temple which is just basically a tree would look foolish. Perhaps we could allow the Celts to train Druides from trees? Nahhh. Quote Link to comment Share on other sites More sharing options...
SMST Posted October 27, 2010 Report Share Posted October 27, 2010 However, it is also true that they often built corridors around some 'places of worship', mostly a simple palisade wall. Druids were responsible for these (maintenance, sacrifices) ( Nemeton , in greek I think) So it became a sort of primitive temple. Because of this (wooden materials) almost no remains are left of course, especially because the Romans heavily persecuted and wiped out druidism.I heard about primitive temples, but I thought they were not very widespread. Whether the Celts actively worshipped their gods in pre-existing Megalithic remnants is something I should delve deeper into.Well, I base this up on this Article of WFG (myth six: druids). While it is a interesting read, it does not cite any sources and therefore may be easily proven wrong. Quote Link to comment Share on other sites More sharing options...
Vingauld Posted October 27, 2010 Report Share Posted October 27, 2010 (edited) Ok, I have ripped a few images out of a powerpoint from one of my teachers, that deals with the topic of religious constructions from the Iron age, mostly in the Netherlands. However, I've also added a French temple from around the same period that shows certain similarities, but is way more impressive and would be more appropriate for usage in a game. (And it was also in the powerpoint... lol)These reconstructions are both from the 1st century A.D. a bit later but very similar. Still based on Dutch finds.And now the more impressive French one from Gournay sur Arronde from the 2nd century BC (la Tène B/C)The problem with Stonehenge is that it is very specific for one location and only represents a small area of the Celtic territory. And also that, although artefacts from the Iron Age and Roman (Iron) age have been found in and around Stonehenge, it is very uncertain whether it was used as a religious site during this period. Edited October 27, 2010 by Vingauld Quote Link to comment Share on other sites More sharing options...
plumo Posted October 27, 2010 Report Share Posted October 27, 2010 (edited) Stonehenge is very iconic and may be not the best choice for a celtic temple. ( keep as a prop ?)On the other hand I agree with MythosRuler, a big oak tree would look stupid.Compromise: what about a small remnant of megalitic culture that is found in France as well as England: Menhirs or DolmenPros: - More realistic ( because wide spread across celtic territories)- looks nice no? Edited October 27, 2010 by plumo Quote Link to comment Share on other sites More sharing options...
SMST Posted October 27, 2010 Report Share Posted October 27, 2010 I have to say, I like the second temple building which Vingauld linked.http://img180.imageshack.us/i/gournaysurarronde2eevch.gif/The inner building, perhaps? @Vingauld: Are you a student of archaeology/history? I always feel somewhat dumbed down if I think I know something in my high-school half-knowledge about history and a person, which is actually STUDYING the subject turns up and crumbles my beliefs. @plumo: If there would be a seperate British and Gaul faction, one could make the Vingauld Temple as temple building for Gaul and the Megalith (I agree that Stonehenge should be a campaign structure) as the British Temple. Quote Link to comment Share on other sites More sharing options...
Aldandil Posted October 28, 2010 Report Share Posted October 28, 2010 Yeah, not only was Stonehenge built long before any people who could possibly be called "Celtic" existed, but it was one-of-a-kind. Other stone circles from the (pre-Celtic) Megalithic period were not hewn and had no lintels or trilithons. Most circular monuments from that time were earth and/or wood.What Vingauld links looks like a much better choice. If something different cannot be found for the British sub-group, I would prefer to give them something very similar to the Gaul sub-group, instead of giving them something from the much older Megalithic period.That said, I would love eye-candy for Stonehenge, a wooden henge/circle, an earth-bank henge, a regular stone circle, a dolmen, a menhir, etc. Quote Link to comment Share on other sites More sharing options...
Pureon Posted November 3, 2010 Author Report Share Posted November 3, 2010 My first try at map making:Depending on how the game evolves, water unit movement restrictions will probably stop it functioning. But it was worthwhile making it anyway Quote Link to comment Share on other sites More sharing options...
Jeru Posted November 3, 2010 Report Share Posted November 3, 2010 Whoa! Quote Link to comment Share on other sites More sharing options...
plumo Posted November 3, 2010 Report Share Posted November 3, 2010 A question to the Developers:Will water level be static in a map?It would be amazing to have ebb and flow. Imagine this gameplay event: A celtic fortress ( located f.e. in bretagne, cfr. Mont Saint Michel), that is only accesible on land with ebb tide. Quote Link to comment Share on other sites More sharing options...
feneur Posted November 3, 2010 Report Share Posted November 3, 2010 Depending on how the game evolves, water unit movement restrictions will probably stop it functioning. But it was worthwhile making it anyway Should continue to work, the restrictions are already implemented. Looks great btw Will water level be static in a map?Ebb and flow is not planned, but if someone wants to implement it we're not going to refuse putting in the game We're not going to delay the release for it though. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted November 3, 2010 Report Share Posted November 3, 2010 Looks neat, man! Very marshy. I too have been experimenting with terrain mixing to achieve a marsh effect (without having to make "marsh" terrains), with little success. You did well here. I can almost hear the horses splashing through the water. Quote Link to comment Share on other sites More sharing options...
Pureon Posted November 3, 2010 Author Report Share Posted November 3, 2010 Thanks Mythos, must say it was one of your screenshots that inspired me to build it.Trading with the EnemyAnd for those of you that don't follow moddb, here are a few screenshots by Mythos showing the new Greek ship:I really like the lighting on these Mythos, you must tell me how you did it one day! Quote Link to comment Share on other sites More sharing options...
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