Jump to content

FueledByOCHD

Community Members
  • Posts

    308
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by FueledByOCHD

  1. MuteLovestone's focus & additional ideas: (added in last edit)


    • Resource conversion - like an alchemy type thing (Tech + Alchemist?) <-- not to confuse with unit conversion which should be called entity ownership change. (Alchemist)
    • Reworked schemas - Rework schemas to allow for better modifications <-- as late as possible as it will break compatibility with 0AD (Makeing it to be flexable with 0ad)
    • Element Attacks - (Fantasy/map dependent) <-- temperature attack should be one of those (sure will add it to this)
    • Fire/Cold Attack - (non Fantasy) <-- should be temperature attack. needs entity's living temperature range being defined in XML schema. (will get this started soon)
    • Unit Abilities + Talents (Talent is nearly fixed per unit-birth, Skill can be improved) <-- could/should be done via tech + experience => skills increase
    • Tech Units can learn (applied only to that unit) <-- why tech? (Knoledge? basicly something that unit learns, nonrepeateable)
    • Rework units <-- in what way? Philip already reworked entities recently. A unit is a special type of entity. Just like building. (This more of personal mod)
    • Weak spots <-- addition to armour? by making it more locally defined? or general weakness, should go with ability + skill + talents system (perhaps like NeverWinterNights). (addition to armor)
    • Extra Phases mods, (best as dynamic as possible) (Will do)



    New things to add


    • Mod toolkit (self explanitory) (C#)
    • Mod info tool produces files to be used with modmanager (currently open ETA 3 days) (c#)
    • Trainable Animals (early version available)
    • (Break Animals into sections) (complete, 1/2)
    • Extra Resources (available for requests)
×
×
  • Create New...