Jump to content

LordGood

0 A.D. Department Leader
  • Posts

    2.762
  • Joined

  • Last visited

  • Days Won

    207

Everything posted by LordGood

  1. I'm implying slightly lowering wood costs as well
  2. Because village phase and town phase are incredibly wood-heavy between construction, training, and technologies, and a spearman costing 10 metal per se would balance out the tax gain without needing a resource drain to worry about
  3. A trickle expense would be annoying imo. This could be an opportunity to open up low but prevalent metal costs through unit rosters though
  4. While territorial taxation does sound like it would get the job done, it kind of works around my original point regarding city building. A house trickle would work great though
  5. Those are Ponies Ascendant assets phenomenal use of mods mate. Brilliant staging
  6. Now, hear me out. I am an avid fan of city-builders and tend to build houses past my population limit for the aesthetic alone. I would also like to build up areas of the map that are otherwise barren of natural resources, wall them up, make them look pretty. This is currently useless, except giving your population limit the ability to take some housing losses. It seems a shame for city builder civilizations to build 30 houses and be done with them, less with the peristyle tech. Then I thought, taxes! all these citizens sitting pretty in their homes while I micromanage trade routes for territory expansion, why don't they help out? This could have a number of benefits and implementations, Carthage, the colonial city building civ who relied so heavily on mercenaries, can actually put out a decent stream of mercenary units with taxed housing. Seleucids and Ptolemies could build cities to support its metal-heavy unit rosters. Grabbing land actually means something again, and the more territory controlled the more ferocious the battles will be when the wealth pours in, instead of locking into stalemate, waiting for the other player to falter. I dunno, thoughts?
  7. It switches between them randomly, it just sounds like you had a very lucky flip of the coin ;p
  8. We have IRC chat for more immediate communication. The #0ad-dev is the channel used for discussing development.
  9. Edited background is in svn now
  10. Bows could also use animations, since it's more or less needed for slings.
  11. I have a few individual critiques, but overall your walk-run and idle cycles are fantastic. This is a lot of work. Your attack animations feel a bit slow, though, the javelin animation in particular feels a bit "wobbly" too. Faster strikes would give more of the aggressive look that attack animations need. I started making some overlapping animations as well, I'm fine with cutting out the swordsman animations unless you think we can make use of them, but I'd like to get my slinger animations in.
  12. It's loading damage texture variations, that's all. It should only happen on the first building to be damaged
  13. Ptolemaic judean mercenaries have Greek skins atm iirc so no, I don't think so
  14. The elephant was a big Seleucid symbol, there's one carved over a doorway on mt karasis
  15. yes, an easy fix, but it intersects with balance so I'd like a blessing from the team before i move forward with it
  16. Swordsman melee range needs to be increased to outside it's footprint, since the meshes overlap pretty badly (its worse with the old anims)
  17. Psh, of course they are. How do yoou capture buildings?
  18. Because Hoplite anims look goofy
  19. Not sure I like that idea, I tried different variations before when these fields were introduced and they looked terrible together. im thinking of removing the darker wheat variants to homogenize them further, actually
  20. Starting with the Carthaginians, since I've been messing around with them already. Damaged texture variations! Ground decals might be important too, there might be too many models to actually smash these buildings into 3 levels of destruction on the 'mesh level' but at least there's a visual indicator for building damage that isn't eternal fire
  21. It was also beautiful to mass helepoleis in the original Age of Empires. All those candy cane bolts flying through the air! That reminds me, our bolt projectile looks a bit.. lackluster, don't you think?
  22. go to binaries/system/ActorEditor.exe This program will make creating and editing actor files much easier. It may freeze if you open up the 'browse' option inside any of the input boxes, so for reliability save often, and paste file locations rather than use the browse function.
×
×
  • Create New...