@Lazybum but then they damage their eyesight That's the problem with detail settings. Most cool effects can be disabled (and yet some people complain about bad looking maps). Detail props most notably. There is no way to enforce this though. However a night vision goggles skill (upgrade) would be awesome.
Yea, I can't force night time especially with the barbed wire. I'll make it a day time storm so it won't be like the sun is shining, but it will be lighter. I also plan on fixing all the collisions in the trench for next update.
In movies they usually have the same problem with lighting night scenes. What usually happens is that they shoot the scene with enough light to get full range and color correct it afterwards to make it look darker. You can achieve the same in Empires by using relatively aggressive gamma corrections. If you send me / post a neutrally lit screenshot I can see if I can find a suitable color correction?
No, I mean that it should be lit like there is a lot of cloud cover during the day. (but colors should still range from full white to full black if possible)
Okay. I will do that as soon as I can. Won't be on all that often because school is starting back up but I'll try to get a screenshot as soon as I can.
Quick and dirty example: Original: With linear color correction: With linear + gradient color correction: (not easily done in Empires) As opposed to real life, here you have full control of the skybox you so the gradient shouldn't be necessary. Source: https://commons.wikimedia.org/wiki/File:Montreal_skyline_cloudy.jpg License: Creative Commons Attribution-Share Alike 2.5 Generic
Finally finished a basic working model of a feild artillery. I was done as a possible stand-in for the arty tanks in trenches. Need to work on proper BE/NF textures to replace the generic camouflage one. (I'm horrid at textures) Once some decent textures are available, I can work on variants like wrecked versions and a different looking model for NF. (This one looks more BE-ish).
I'm working on getting the forts finished up for both sides right now. That will be the next playtest with all collisions fixed as well so people can't complain about that anymore. Hopefully can have these models in by then. Good work Misifre, lookin good.
I got some FastDL bugs from Memehouse server: http://steamcommunity.com/id/martinpl66/screenshot/813308275201646641 http://steamcommunity.com/id/martinpl66/screenshot/813308275201647533 http://steamcommunity.com/id/martinpl66/screenshot/813308275201650143
Thanks for letting me know. I'll work on that. It's not Memehouses fault, it's my fault because I was stupid and forgot to include that stuff in the .res. I think I have a new version to push out anyway that fixes a couple more of the bugs and glitches that people probably ran into. Otherwise, I hope it was fun. I hope to soon have the "fixed turrets" in the map to allow you to easier defend your trenches. Maybe even get some emplaced MG's.
Well, i just doing what i should do, report any issues i meet. Of course my tank flood issue for game itself is ignored (Seriously some people don't get it what actual effectiveness of TD should be... ) But i happy issues on map is registered. If i can help with anything i'm available to try my best. Well map is partially fun: Fun is: Custom artillery support (very nice touch), Nice visual approach, General rifleman gameplay. Fun isn't: Bug-out on wirefences (you can lose 75% health due to moon-fly on it by accident or unlucky splash), Half life 2 props (coast """bridges""" wooden damaged models) in trenches have holes, can make people revived into unhappy person or make some mines being ignored by infantry. Well i tried give a critique ¯\_(ツ)_/¯