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instapro2 joined the community
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Balance suggestions by a Pro Player
dispentpleer replied to ProPlayer's topic in Gameplay Discussion
A few thoughts: Athenian Long Wall tech — making it available in Phase 2, cheaper and faster to research—sounds like a smart move. It'd finally make early walling a real strategic option instead of something you barely get to use. Gymnasium cost — bumping it to 150 stone + 150 metal makes sense if it's not meant to be an actual civ bonus. Feels more balanced compared to other civ structures. Briton Dogs — lowering hack damage to 6.5 and adding an armor upgrade in P2/P3 sounds fair. Dogs can be oppressive if left unchecked. Carthaginian Colonization Tech — switching to a wood + stone cost and moving it to Phase 2 would definitely make it more viable. I rarely see it used now given the metal hit. - Today
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I never heard of that. The last resort could be to delete your configuration file(s). The location depends on your operating system. Could you describe this more? Which OS are you using? Maybe include a screenshot.
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Not that I don't believe you, but It'd be cool if we got a similar image from A27 to compare. The Persian units shown above, from left to right, are: 3 ranks of Melee Cavalry Axemen, 3 ranks of infantry Archers, Elite Cavalry Javelineer, Bactrian Heavy Lancer (middle), Basic Cavalry Javelineer, 3 ranks of infantry Spearmen and an lone Immortal below the Elite Spearman.
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szech joined the community
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Hi Wildfire My rated game checkbox disappeared after i disabled rated games. how do i turn it back on?
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Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
Druid Druid, a Celtic priest that can attack and heal units in combat while also boosting damage of the healing unit. That sounds cool, actually. -
I don't think the rank actors were any less or more obvious than they are now.
- Yesterday
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
https://ageofempiresonline.fandom.com/wiki/Priest I like that they are culturally different; we could have Greeks who, instead of being priests, are sophists or philosophers. The Romans could have senators or politicians who bribed. The Celts could heal and fight. And Middle Eastern religions could be more powerful with conversion. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Edit:I was wrong, the Babylonian priests cast curses, they do not convert. Conversion from AoEO project Celeste. Limit of Conversions: A single Priest cannot convert an entire army at once. He can only convert one unit at a time and must wait for his ability to recharge (cooldown) before attempting to convert another. - Immunity after Conversion: Units that have just been converted are immune to being converted again for a short period of time. This prevents "ping-ponging" of units between two players with priests. -
Seleucids changed their profile photo
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The differences between unit ranks were pretty obvious in the early alphas. Can you guess which of these units are champions?
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
<Entity parent="template_unit_support_healer"> <Convert> <Range>20</Range> <ChancePerSecond>0.05</ChancePerSecond> <Interval>1000</Interval> <Cooldown>5000</Cooldown> <Cost> <faith>50</faith> </Cost> <FaithRegenRate>1</FaithRegenRate> <MaxFaith>100</MaxFaith> <CurrentFaith>100</CurrentFaith> <UnconvertibleClasses>Hero Mechanical Siege</UnconvertibleClasses> <ConvertibleClasses>Infantry Cavalry Support</ConvertibleClasses> <RangeOverlay> <LineTexture>heal_overlay_range.png</LineTexture> <LineTextureMask>heal_overlay_range_mask.png</LineTextureMask> <LineThickness>0.35</LineThickness> </RangeOverlay> </Convert> </Entity> Faith. Auto-regeneration of faith.Maximum faith. Cooldown: It would be a waiting time in video games before using a skill. Chance: It is done randomly, it is not similar to capture, in capture you do not fail, if you have freedom that your unit is not stopped.If you fail, you waste faith and have to start over. The chance is given per second. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Yes, that's why I called tennis, it was more frenetic, maybe even ping pong. It will be a long time before we have mechanics like that. -
Conversion system
Gurken Khan replied to Classic-Burger's topic in Game Development & Technical Discussion
Reminds me: you ever heard of Wololo Football? -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
By the way, it is not just one implementation that I will try. Thanks for the recommendation. The official ticket says there are several planned implementations. For now I'm looking for the AoE II based implementation. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
In theory I want it to work differently, I want it to have a cooldown and cost faith or power/mana. The other thing is to prevent what happened with the catapults, a few alphas ago. Then it looked like a tennis match. -
Conversion system
Atrik replied to Classic-Burger's topic in Game Development & Technical Discussion
@Classic-Burger, why don't you use the existing capture system? Would be much easier. Probably works right away with only few tweaks in templates: I) Add a capture attack to template_unit_support_healer.xml II) Add capture points to all units you want to be able to be converted (you can also then put different values in hero, champion templates...) Just tested it and it seems seamless. If you really want to add some randomization too into the capture then you could afterward add it to Capturable.js, but you could do it now in 2 lines of code too. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
I didn't know you could do that, split unitai.js with a new one. "UnitAICanConvert.js" UnitAICanConvert.js -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Additional information to explore. https://gitea.wildfiregames.com/0ad/0ad/issues/997 I didn't know the team were looking to have multiple mechanics, including "conversion" But should it be called conversion or convert? -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Unitai.js It's definitely a monstrosity. What a difficult thing, no wonder no one tries to introduce new commands and components lately. https://gitea.wildfiregames.com/0ad/0ad/issues/2579 This is going to be a wall to break down in my project, that is: trying to implement conversion in unit AI. -
AlexHerbert started following SneakEP
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AlexHerbert started following diagonalo
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AlexHerbert started following guerringuerrin
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Conversion.js a copy of "heal" Emulates heal but uses similar logic for conversion. It's just one of several files, and I think you'll add something. I need ideas. conversion.rar - Last week
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The video made it apparent that the healer is actually sliding on the ice. I guess the fix will be putting some spikes on his shoe model.
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Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
@VanthaVery well done! Thank you very much! -
Your mom when you run around in winter without your scarf: healing_glide_reproduce3.mp4 The devs know whats up and it will be fixed next alpha. No further comment
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