-
Posts
10.785 -
Joined
-
Last visited
-
Days Won
527
Posts posted by wowgetoffyourcellphone
-
-
1 hour ago, Outis said:
But you have other Germanic tribes in the mod as well
True, so it makes sense to differentiate.
-
9 hours ago, hyperion said:
Something else to consider we also don't group Greeks but have Athens, Macedonians and so forth in game.
We did group them when it was 1 civ. We only differentiated them by name when we split them up into their constituent civs.
-
I'm actually partial to naming the civ Cimbri again. I've done so in my own mod.
-
5 hours ago, Grapjas said:
It can be done in JS.
Don't leave us hanging
-
-
1 hour ago, Lech said:
Moreover, it's just english that call the current german country german
The game is built in English, so "Germans" and "Germany" is correct in English.
And in the German language as far as I know, the word for Germanic people is Germanen.
-
1
-
-
6 hours ago, leopard said:
At least capturing will take less time
Indeed. The real problem is that it takes too long to destroy a building.
-
I don't think this behavior is much different from A26, except they would try to capture it instead of destroying it.
-
1
-
-
I lose this one, lol:
I try some kind of flanking thing. Need to perfect it better.
-
OpenGL
Vulkan
-
3 minutes ago, Carltonus said:
This could be a temporary work-around, set your army in-formation to Standground stance and command them to move towards enemy
:
Looks better, but one of the problems with formations is that they auto-focus attacks onto one target, so there is a ton ton ton of overkill (lost attack value). Ideal, units within formation should spread their attacks across the full width of the formation.
-
2
-
-
I like Socrates as a hero because he actually fought in battles as a hoplite before becoming the famous philosopher. He even saved Alcibiades' life, I believe, when the Athenians were routed at the Battle of Delion, and was given a commendation for bravery. His execution was a reactionary blight on the Athenian government, similar in my mind to what they did to all of those poor generals and admirals after that naval battle they won (lol). You wouldn't disqualify Thucydides for having been banished, would you?
-
1
-
-
This couldn't, well, be less abstract?
-
38 minutes ago, Grautvornix said:
IIRC, Sokrates was not a very popular philosopher, but he brought the method of questioning "truth" to some perfection. Wouldn't it make sense to give a bonus on education similar to the library for the Ptolemies?
Right. I was thinking his nearby presence could make a building work faster (productionqueue; training and research).
-
1
-
-
I propose this:
Keep Hippocrates, but move him to the Greek shrines, that way you can capture a shrine and then train him (just once per player). He's not bound to any specific civ.
For an Athenian non-combat hero, I suggest Socrates and we come up with some other kind of bonus for him besides healing. Perhaps the Athenian version of the Han Minister or (Maur) Chanakya.
-
1
-
-
4 minutes ago, Emacz said:
Ok thats what i thought, so what does that mean, can/will it be debugged?
At some point, yeah. Just takes someone with coding experience to get annoyed by the current behavior and create a PR fixing/extending it.
-
Formation attacking in general is bugged.
-
1
-
-
Hmm. That's true. An actual command button should be there. An oversight for the feature, perhaps. Not an art problem though, per se. Someone needs to code the button.
-
1
-
-
31 minutes ago, Outis said:
Currently, like in many games, a ship stops blocking the movement of other ships once its hitpoints are 0. However, visually the ship does not disappear and we see it slowly sinking. As it is sinking, another ship can immediately move to its position where we see the two ships somehow merged together and this may look awkward sometimes. I have a suggestion: does it make sense to make a destroyed and sinking ship keep block other ships' movement until the sinking animation is over?
Depends if it causes any lag or not, but I wouldn't mind if the sinking ship blocked movement for a couple seconds.
-
On 28/06/2023 at 2:30 PM, Vantha said:
i managed to install the mod without crashes, but everytime i play with AI, i get lots of errors. (the same error again and again)
Here is my log file.interestinglog.html
This is probably because tech requirement code in the templates has changed from A26 to A27.
-
3 hours ago, wowgetoffyourcellphone said:
Pull Request: https://gitea.wildfiregames.com/0ad/0ad/pulls/7604
-
1
-
-
5 hours ago, Emacz said:
ding ding ding we have a winner, chicken dinner!
Yep, looks like my example was missing a set of brackets for each entity.
-
1
-
-
1 hour ago, Vantha said:
Very cool, @wowgetoffyourcellphone. Are you making desert variants of those too?
Yep! Variants for all the biomes that use the newer (big, the 2 middle ones as shown in the video) models. The only one that doesn't is the Alpine-Arctic ore, because it requires a "snow cap" prop, and such a prop I think would be stifling for the small ore models and hurt recognition. Will just use aegean_small_01 for that one.
I think these run enough shades and colors that they can apply to almost any appropriate biome (for instance, Badlands, Sahara, or Savanna could all be used for the "Persia" biome or a "Middle Eastern" map, depending on the color of mountains and cliff terrains you're using). You don't see the filename in-game, so that's irrelevant to the player. All that matters is that the metal ore templates used match the map's color scheme.
-
3
-
-
"Germans"
in General Discussion
Posted
Even "Celts" comes from Greek "Keltoi." Is that true @Genava55?