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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Not sure. Perhaps play around with TerritoryDecay. You can make a cart, then send it over to your ally's territory. You can then unpack it to whatever you want, but it has a fast territory decay, so it'll switch to that player? No idea if this would work. But yes, the Scythians in Delenda Est use the 'Upgrade' feature rather than the 'Packing' feature. Seemed easier for me to conceptualize, plus tooltips, etc. Was thinking of making the Spy a standard unit, while the Emissary could be a civ-specific one. Not sure. Perhaps trained from the Athenian Council Chamber.
  2. 80:20 rule 80% of your players are single player 20% of your players are multiplayers It's insinuated that this apparently even holds for Starcraft 2. Fundamentals are super important, such as smooth pathfinding, logical group movement, and unit responsiveness. Players will give up on your game if they are frustrated by the controls. Spectacle is important. It's super fun to do cool things. Age of Mythology had monsters and god powers. Warcraft 3 had spells, heroes, elves, orcs. Starcraft 1&2 have flying units, LASERs, aliens, and mechas. Even the "mundane" Age of Empires series allows you to build cool cities and large armies that clash on the battlefield. A lot of "Spectacle" gets cut because it "imbalances" multiplayer. "When you design for multiplayer first, you inevitably cut the things that should be selling your game." A Great Map/Scenario Editor makes a Great RTS. Dev Tools important. A Great Editor helps Users/Players and Devs create great experiences. User Created content needs to be fostered and supported.
  3. I've entertained the idea of an "Emissary" or "Ambassador" unit that boosts production of allies-only and also gives his vision to allies (if Cartography is not researched). Basically the role of the Han Minister, but you use it to boost your allies instead of yourself. Then also a "Spy" [aka "Sikarios"] unit where to you it looks like a spy wearing a sketchy hood and cape, while to the enemy it looks like a random one of their soldiers. The only way for the enemy to know it's not one of theirs is for them to select your spy and try to order it around.
  4. Still need <Entity parent="template_player"> in yayo.xml Forge needs an ao map? Embassy needs an icon. All ao maps need normalized. This looks like a great mod so far. Loving the architecture! Tip: Everything needs an icon now, no exceptions.
  5. I've recently fixed the Scythian civ on DE's git repo: Fixed Actors. Scythian Cavalry can now build structures, just like infantry can. Scythians start matches with Cavalry replacing Infantry, so: 4 peasants 2 Cavalry Archers 2 Cavalry Axemen 1 Cavalry Scout 1 Captured Horse (Capturing Horses gives a bonus to cavalry training) Scythian peasants now use bows and arrows to hunt and defend themselves.
  6. Thank you. These are much better than using modern German as I've had to do until now.
  7. It's only supposed to be an early warning system, not supposed to do everything for you. You still should use map awareness as a player.
  8. Right. The walls would be red, but the floor and steps would not be red.
  9. "The White City of Tongwancheng" sounds like a great Wonder. Perhaps once you build it, it unlocks walls and defense towers. Prior to that, it's all nomad all of the time.
  10. This may work by listing the other techs and using a minus sign before them. See (of course) Delenda Est on how to do a lot of this.
  11. Nope, it is storehouse. I wondered why that was chosen though and not the arsenal.
  12. Indeed! In Delenda Est there are 3 ways to acquire glory: build statues, pray to them, or kill enemy units. All 3 are inspired by Age of Mythology.
  13. Not sure witches ever actually flew on brooms. I'll consult my Wiccan girlfriend.
  14. Potential look for him: https://jfoliveras.artstation.com/projects/nYW3Ko
  15. The problem is there are units D, E, F, and G, plus structures ABGWFHJYT, etc. Let's do this for Alpha 27.
  16. Would everything have been red? Even paving stones and arena seating?
  17. I mean you like hard counters. I like hard counters. Other people don't like hard counters even though they fix a lot of problems.
  18. All good thoughts from both of you. I have thought about "Sacrifice" as a concept in the mod, specifically for the Zapotecs/Mesoamerican civs. I've only now really thought about how to do it. @Alar1k gave me a hint by mentioning the upgrade feature. What I could do is allow you to 'Upgrade' individual slaves or animals to a 'Sacrifice' version of themselves that has a glory trickle of 1 second interval, but the new unit has a health drain that kills it before the 2nd second comes around, so it looks like you've gotten a burst of glory from killing the unit. Yes, I thought about modding the Temple to allow you to "barter" resources for Glory, but that's before I came up with the statue concept. I wish I could do this. Perhaps the base game could be patched to allow a flag to be included in the resource file that dictates "maximum" resource amounts. @Freagarach
  19. Agreed. What about "Innovative Engineering"? -10% cost and build time for siege weapons and arsenals.
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