Mythos_Ruler Posted September 26, 2010 Report Share Posted September 26, 2010 Quote Link to comment Share on other sites More sharing options...
oshron Posted September 26, 2010 Report Share Posted September 26, 2010 awesome. are those persians? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 26, 2010 Author Report Share Posted September 26, 2010 yeah... I was just messing around. didn't really have a plan to make a full scene out of it. Quote Link to comment Share on other sites More sharing options...
blablahead Posted September 27, 2010 Report Share Posted September 27, 2010 will the persians be included in the next release? Quote Link to comment Share on other sites More sharing options...
oshron Posted September 27, 2010 Report Share Posted September 27, 2010 what kind of setting is that in, anyway? is that sand or snow that theyre on? Quote Link to comment Share on other sites More sharing options...
Aldandil Posted September 27, 2010 Report Share Posted September 27, 2010 (edited) Looks to me like one of the Mediterranean bare ground textures.Cool structure, by the way. You made the sticky-outy-part from towers, right? It makes me think of building walls across chunks of land, or between an opponent and a good resource area, just to stymie them. Has that ever been a viable strategy in RTS? Edited October 13, 2010 by Aldandil Quote Link to comment Share on other sites More sharing options...
SMST Posted September 27, 2010 Report Share Posted September 27, 2010 (edited) Nice ones!@Aldandil: It has worked for me in Empire Earth and AoK. I think it will work in 0AD, too. Edited September 27, 2010 by SMST Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 27, 2010 Author Report Share Posted September 27, 2010 Quote Link to comment Share on other sites More sharing options...
plumo Posted September 27, 2010 Report Share Posted September 27, 2010 Looking good. Will there be little animations ( are they planned in the future I mean) ? F.e. Smoke coming out of the house = they should have opening in the thatched roof. Quote Link to comment Share on other sites More sharing options...
Aldandil Posted September 27, 2010 Report Share Posted September 27, 2010 Nice to see the Celts getting more screenshot love. Please keep it coming!SMST: You still have my name typo'd. Also, what is EE please? Another RTS game? Quote Link to comment Share on other sites More sharing options...
emperor77 Posted September 27, 2010 Report Share Posted September 27, 2010 Those are some big dogs Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 27, 2010 Author Report Share Posted September 27, 2010 Quote Link to comment Share on other sites More sharing options...
oshron Posted September 27, 2010 Report Share Posted September 27, 2010 Nice to see the Celts getting more screenshot love. Please keep it coming!SMST: You still have my name typo'd. Also, what is EE please? Another RTS game?yes, empire earth is also an RTS, one of the more famous. in fact, i think it was actually the first one in three dimensions and was made by some of the same people as AOE and AOK. its similar in function to an AOE game but covers all of human history, from cavemen to mecha. there were two sequels, but the first one is definitely the best. Quote Link to comment Share on other sites More sharing options...
fabio Posted October 12, 2010 Report Share Posted October 12, 2010 The dogs are nice but it seems strange that I can control a dog like a human (exploring the map, contributing to FoW, ...). What about making dogs always stay on range of other human unit and following what the human is doing (attacking, ...)? Quote Link to comment Share on other sites More sharing options...
feneur Posted October 12, 2010 Report Share Posted October 12, 2010 The dogs are nice but it seems strange that I can control a dog like a human (exploring the map, contributing to FoW, ...). What about making dogs always stay on range of other human unit and following what the human is doing (attacking, ...)?Well, it's not entirely realistic to be able to control humans in detail either, so... I don't think that's a problem, at least not with a dog, a cat would be something else entirely To be more serious: As this is a game we're creating and not a simulation I think it's perfectly fine to simplify things if they make the game more fun. Also, as long as they do as you tell them to dogs can do what you tell them to even if they're not close to a human being, perhaps even more often than a human would do what you tell them to. So to some extent one could ask why we can control humans in the first place, and why they're not ending up in a bar or running away instead of working and fighting tirelessly Quote Link to comment Share on other sites More sharing options...
oshron Posted October 13, 2010 Report Share Posted October 13, 2010 plus, giving the celts some dogs helps to make them unique Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 19, 2010 Author Report Share Posted October 19, 2010 New Celt Market and some eyecandy fiddly bits... Quote Link to comment Share on other sites More sharing options...
SMST Posted October 19, 2010 Report Share Posted October 19, 2010 So Caratacos counts as "eyecandy fiddly bit"? The market looks interesting. Are there still fruit stalls on the old market (now town centre)? Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 19, 2010 Report Share Posted October 19, 2010 yeah it seems so, Quote Link to comment Share on other sites More sharing options...
SMST Posted October 19, 2010 Report Share Posted October 19, 2010 I would suggest removing them, unless the city elder is not trading some food for additional income. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted October 19, 2010 Report Share Posted October 19, 2010 lol, we'll see what Michael says for i am powerless to change it (mainly becoz something's wrong with Blender's collada importer/exporter). Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 19, 2010 Author Report Share Posted October 19, 2010 I don't see why it shouldn't still be there. I mean the Civ Centre is also a resource dropsite. Quote Link to comment Share on other sites More sharing options...
SMST Posted October 19, 2010 Report Share Posted October 19, 2010 I am confused. Didn't you drop plans about dropping of ressources at buildings, instead having gatherers not returning to civic centres and adding directly to the ressource stockpile while gathering? Quote Link to comment Share on other sites More sharing options...
feneur Posted October 19, 2010 Report Share Posted October 19, 2010 I am confused. Didn't you drop plans about dropping of ressources at buildings, instead having gatherers not returning to civic centres and adding directly to the ressource stockpile while gathering?True, but you'll still have to be in the Aura of a dropsite. So it's a bit of both worlds, forcing you to be strategic about where you place the buildings, but without the units having to move between the resource and the dropsite. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 19, 2010 Author Report Share Posted October 19, 2010 Right, units won't shuttle resources back and forth, but the building is still a "drop site." <ResourceDropsite> <Radius>60</Radius> <Types>food wood stone metal</Types> </ResourceDropsite>The actual feature just hasn't been re-implemented yet. Quote Link to comment Share on other sites More sharing options...
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