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The engine will pre-compute a light map, which is a 2nd texture applied over the object simulating the illumination (or rather, the lack of illumination) from ambient light. So basically, the modder or developer doesn't have to burn the shadows by hand, and multiple objects can use the same diffuse map, since the light map is created separately on a per-object basis.
Yep. Export to Collada file format. Best to just use the unit models that are already in the game and then just make new prop meshes and other stuff you can bolt onto them.
The 'A' would probably be sans serif. :)
The body texture is nice though!
Not planned, but who knows.
We are in the early stages of designing a brand new Mauryan India faction.
Already implemented. :) Units promoted to higher ranks based on battlefield experience.
Part 1 (what we're working on now) will only have Republican Rome (2nd Punic Wars era). The sequel, Part 2, may have Imperial Romans and Eastern Romans (Early Byzantines).
Very nice work.
Under what circumstances do you get low fps? There can be any number of reasons. Try playing against only 1 AI bot when playing single player. This reduces pathfinder-induced lag.
The specularity shows up in a lot of little places. You have to look for them. ;)
Honey Badger don't care.
The wall towers generate automatically, and cost more than walls, yeah.
Thanks, Mr. President!
Athenians, Macedonians, and Spartans are listed. Some scenarios still use generic "Hellenes" for now, but most have been switched over to one or more of the 3 new civs. :)
The gold mine has some specularity on it, yeah. :)
Understood. Gotta work with the engine's limitations. :)
Actually, they'll be the faction to play if you want a challenge. They're the underdogs. Strong melee units, but no walls. One of their planned bonuses (not implemented yet) is to have their soldiers train at the Elite rank once the player's settlement hits the City Phase. The cost for this big bonus comes with a 10% lower pop cap. That's the plan anyway. :)
I like the power icon on the left. I wonder what it does.
Pretty cool. Nice touch with the olive tree. ;) Do you use ambient occlusion to bake the textures? We're looking into some ambient occlusion solutions for the game I'm working on.
Just to piggyback on what feneur has said and expand upon it:
We felt that the different Hellenic factions of the time were different enough militarily and culturally to go ahead and make them into separate, unique factions. As experience playing Age of Empires II teaches us, even minor differences between factions can lead to big gameplay differences!
The Spartan emphasis on heavy infantry clashes nicely with Macedonia's emphasis on a combined-arms approach. Athenian naval prowess contrasts nicely with the generally mediocre Spartan and Macedonian experience in this area.
In fact, our Sparta faction is designed (and continually being tweaked) to function as the "under dog" faction. Strong units, but few in number. High loyalty (for buildings and support units, when this is implemented), but low defensive capability (no stone walls).
Gates will come after Alpha 10.
Alpha 10 will include a civilization that cannot build walls at all. Its men are its walls. ;)
Close... keep guessing. ;)
Good pathfinding is pretty much one of the harder things to accomplish in game development. We're on the case! ;)
We'll see what we can do. ;)
Graphical Lag: Try turning off the fancy water and shadows in the in-game options menu.
Other lag: Try only fighting against 1 bot per match. More than 1 bot will lag considerably, especially on non-top-of-the-line systems.
The specular material is really light weight. It'll be a breeze for most rigs to handle.
Hard to judge, since some of the tracks (by Boris Hansen 6+ years ago) are old and will not be used anymore. Here are all of the tracks created by Omri Lahav and his cohort of musical phenoms over the past year: Play0ad.bandcamp.com