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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The current build distance for defense towers was to prevent spam back when towers were OP. So, a minimum distance was implemented, but since then the relative strength of towers has decrease making the minimum distance a little suspect. @real_tabasco_sauce I think this should be looked into.
  2. I want this, honestly. Call it the "Academy" class building. It trains Champions, while Fortresses train heroes (and a new Spy unit).
  3. In Delenda Est, all civilians are 1 pop, infantry 2 pop, and cavalry 3 pop, etc.
  4. Yeah, it looks very nice. We should make our own version, of course, with 0 A.D. aesthetics.
  5. May I suggest we find that one thread where someone made a cool chart ranking all the maps on various criteria. Then perhaps agree on a "top 20" list of maps we will definitely keep and improve, then the next 20, and maybe have a max of 50 total we will bother putting effort into improving. The rest can be moved to an official maps mod.
  6. This is a very low priority feature, but it would be neat to have a few music player Ui buttons where you can play, pause, or skip to next music track. With a json, we could curate an "Atlas-only" music playlist just for this. We'd choose the quieter, more calming tracks.
  7. That looks really nice. thanks for the reference.
  8. I think generically "shade" works better here, for authentic flavor. Perhaps we could look up what each culture called the "soul", but to my English speaking ears, "soul" sounds Christianized, while "shade" sounds more pagan and more authentic to the period of the game. Now, for Gothic and Late Roman civs, "soul" (to my ears) would sound perfectly fine. YMMV.
  9. This is very important. Thank you for mentioning this. It's very important to emphasize how different the Ptolemaic age was from earlier Egyptian epochs. This was a time of rapid change for sure and it's good to emphasize this fact. Also perhaps mention though that this syncretism was probably largely focused on urban and cult centers, while rural areas were probably largely still practicing the old ways for decades, even centuries after the conquests of Alexander and Caesar. This dichotomy is seen throughout the world, actually. An example of this is the very long and winding adoption of Christianity throughout Europe, where various forms of paganism were still practiced in the countryside for over a thousand years after Europe had "officially" Christianized. Back to Ptolemies, the Serapis cult can be emphasized for its importance to the political and social order, but I think a strong mention of the Isis cult is warranted. You see Isis worship throughout the Mediterranean, while notsomuch for Serapis. Cleaopatra herself worshipped Isis and styled herself as Isis incarnate (at least it was written about her; possibly to "Orientalize" her to Roman citizens, but perhaps has a strong kernel of truth). A cursory mention of the rest of the Egyptian pantheon can help add flavor. Everyone loves flavor.
  10. You're right. Currently, most animations place the "impact" moment in the middle of the animation cycle. If we had an animator on board, we could make the "impact" moment of the animation within the first 20% of the animation and back load the last 80% of the animation with "preparing to strike." Alas, requires an animator and then some work to sync the animation times in the variant files, but this would greatly help the visual aspect by making impacts wave around into empty air less often. EDIT: Strike -> Impact. Also, you guys are already talking about this, but I thought to just add my tuppence.
  11. Right, but you can do things to make standing and fighting stronger. It's just a change that can be worked around.
  12. How so? It changes gameplay, but that doesn't mean it would be a bad change.
  13. I'd rather that a resigning player's units can convert to allies if they send soldiers into the area. So, like in AOE where your scout or other unit comes around an unclaimed sheep and converts automatically to the player. Similarly, we could make the resigning player's buildings easier to capture/convert for their remaining allies.
  14. Ideally, we need move-attack (not attack-move, a totally different thing). Essentially, units need the ability to attack while moving. Take melee cavalry for example, chasing down a fleeing enemy soldier. But until we have something like that, there needs to be ways to mitigate ugliness and not displaying strange things to the player. @real_tabasco_sauce is attempting to do that very thing.
  15. Any reason why something fundamental like this should be optional? It's like making ballistic projectile movement optional...
  16. Like, what were they thinking??? By comparison, the Immortal isn't too bad.
  17. Yeah, a lot of the Battle for Greece units are super terribly designed. There's no way I'd buy that DLC.
  18. This is fine for single player, but just too much complexity for competitive multiplayer.
  19. That Han catafalque bug @4:00 seems to be fixed in A27.
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