- User Since
- Apr 14 2021, 11:46 AM (9 w, 4 d)
Sun, Jun 13
Tried it for different languages (not all) and found no problems. Text fits nicely in the box / or at least better than before, in the case of greek.
certainly better than before.
Improvement imo. To have more than four words on a line seems more natural than before. Also fixes the problem.
Sat, Jun 12
Works for me.
Thu, Jun 10
Found a problem:
EMBASSIES AND MERCENARY CAMPS is too long, it gets cut down to EMBASSIES AND MERCENARY.
We either need to add a line break or shorten the title.
When the max is 120 sec as in D4135 implemented, I wouldn't lower the cooldown (or at least not so much). It already can get quite crowded otherwise.
Works. I tried to trigger an error but was all good.
120 seems excessive to me, but maybe some people want it that way.
Agreed, better they go somewhere else and fulfill the task then become idle.
actually not sure if it is better after all.
Closeup definite yes
Far away not good:
Yes it changes drastically. That's why I think the starting angle should be the one which makes it look best because people don't really change it or return to it after a change.
Other option would be to desaturate the grass texture, but I don't think thats necessary when we can just change the angle.
Wed, Jun 9
Update some of @Freagarach 's comments.
They (" village phase") have a different capitalization atm. Not sure what is right, but I would make it uniform.
Tue, Jun 8
for some reason the 64 version still looks better, but I think the 32 version is til an improvement.
All the changes are improvements, especially Cantabrian Highland.
fix for @Stan 's comments. Also replace all "buildings" with "structures" and replace "factions" with "civilizations".
Mon, Jun 7
Fix mistakes found by @ValihrAnt.
Update as Langbart suggested. Tried to delete the unneeded files again, this time using the command line and not the tortoiseSVN interface.
Forgot one. Also even better version of the parchment.
No, handmade from the old one.
I've seen that I have forgotten one .txt so I will update it again.
Update with Stan's comments and added some new ones.
Removed the DE ones as they also used old textures or buildings that are not in EA.
And thanks for the comments Stan, I'm gonna add some more today and fix the newlines.
Just wanted to have a WIP up here so people could check the text and give their comments.
Any problem regarding this with the screenshots ?
Sun, Jun 6
I think it would be good to give them the ability to produce some kind of siege. But I don't like the nerf of the defensive capabilities. Higher cost or tech to unlock it sounds good.
Sat, Jun 5
looking at it now, the lighting seems a bit too bright now. Will have a look at it tomorrow again.
<SkySet>stratus</SkySet> <SunColor r="0.956863" g="0.921569" b="0.803922"/> <SunElevation angle="0.81756"/> <SunRotation angle="-1.18019"/> <AmbientColor r="0.364706" g="0.376471" b="0.419608"/> <Fog> <FogFactor>0.000253906</FogFactor> <FogThickness>0</FogThickness> <FogColor r="0.8" g="0.847059" b="0.929412"/> </Fog> <Water> <WaterBody> <Type>lake</Type> <Color r="0" g="0.247059" b="0"/> <Tint r="0" g="0.501961" b="0"/> <Height>19.9</Height> <Waviness>1.16211</Waviness> <Murkiness>0.876953</Murkiness> <WindAngle>-0.13499</WindAngle> </WaterBody> </Water> <Postproc> <Brightness>0.0193438</Brightness> <Contrast>1.078516</Contrast> <Saturation>0.796875</Saturation> <Bloom>0.16</Bloom> <PostEffect>hdr</PostEffect> </Postproc>
I like the greener water and I agree that it could be sunnier, but the lighting in this patch seems a bit to bright to me (and also a bit to green to be natural).
Something in the middle between svn and patch lighting might work.
Fixed grammar typo in new description.
Same as before, only updated the description.
So check for misspellings there and see if it fits.
And also fixed the steep shore/ ice problem.
Dimmed the lighting in both winter biomes.
Spring: made water darker, added snow as forestfloor, made lighting lighter.
Sure I will change the name, although I think both would be correct, depending if you refer to the biological biome (Alpine climate) or the region (Alps).
Yes, I understand that :), but that seems overly specific to me. When speaking of buildings in a normal context you always mean a finished building. If you were talking about a building that is being built at the moment or that is just a foundation, then you would specify that. So in this case the added information of "four built Town Structures" seem more complicated and unnecessary to me. Also, because it can get misunderstood so it seems like you have to build the buildings so that they count (which isn't true afaik).
Fri, Jun 4
Introduced more "rocky /grey" areas again (using the forestfloor_02 texture and different gravel textures). Dimmed the sun light. Still kept the "brown" forest floor for the forest, because it looks weird when tress grow on rocks. Used forestfloor_01 for dirt.
Yes, something like "evenly distributed" but also with areas of free space would be nice.
Will mess around with it some more and try out how it looks.
Change only the water texture. Will keep the other version to maybe rework it on the future.
switch to @wraitii s version
Add fancy description.
Water bluer, sun brighter using the values @wraitii suggested.
Also thanks for catching the missing texture, the problem is I never found a map that actually uses "ShoreBlend", so I never got an error.
We should also give it a longer description. I just typed one sentence when I made it.
Yeah, I liked the first version with all the grass actors, because with the right lighting angle it looked really nice, but I like your version better then my version without the grass actors.
Should I update it or do you want to commandeer?
Update after @wraitii comments. Different dirt and water texture. The shore water is still not optimal, but I don't see a better option.
Update the shore.
Remove the steppe grass again, because it did't blend well with the other grass. Change the water texture to sand.
Thu, Jun 3
Trying to use different texture combinations to hide the harsh transition @wraitii mentioned. I'm happy with this overall, but the shore/ water is difficult. There is no good texture combination. So just look at it and see if its better than before.
Update the shore and water texture
Indeed. Going to update it accordingly.
@wraitii I updated the summary with some alternatives. Does anything look better there?
Since there are now more biomes, does it still makes sense to call it "Corinthian Isthmus "? Maybe better to drop the Corinthian part.
Wed, Jun 2
tweak lighting again, a little bit less "blue"
fix a problem with the snow texture, as it did not blend at all with the other textures.
Fix stones while I'm at it.
wasn't happy with the look, so switching some textures around. I'm still not happy with the tiling you can see when you zoom out, but without more assets on top to hide it or more similar looking grass textures to mix in, it's impossible to hide.
Tue, Jun 1
The large grass actors made some problems, so removed it.
Without knowing the history, but from what i read in the forums the question is if it should be Spearman who have the hard counter or Skirmishers?
Works for me. The biomes show up and get correctly assigned.
Did not check the areFilters() calls, but I get no more errors when selecting mods. So works for me.
Sun, May 30
Thanks everybody :)
Yeah, why not. You can put in "Stefan R. F." as name.