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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yes they do apply, since what you'd probably do is make the defense tower the parent with a mixin that adds the "artillery" stats.
  2. We don't use robed models for the men either, at least those that gather wood or stone, etc. The best we can probably do for the women is make a couple of new body textures based on your references (they are good references, thank you) and use the standard "dress" mesh for the female citizen. I'm thinking though it would be cool to make an "Empress Dowager" unit for Atlas - a female unit that does wear the large robes - who perhaps has similar auras to DE's Gorgo and Cleopatra auras (boots nearby male heroes, boosts civilian unit health, etc.). Need a new "f_robe.dae" mesh for it. @Stan`
  3. I'd prefer the Upgrade feature be used instead of adding another buildable structure. Makes it more interesting to me. I use the feature extensively in DE.
  4. Well, yes. It would look silly for someone in huge robes to be mining gold. The real problem is that the game assigns an economic role to women characters that is not historically accurate. A man mining gold isn't going to wear large robes, even though there are men in his culture who wear large robes on a regular basis. This texture could be made very easily though! @wackyserious
  5. Unfortunately, women shuffling around in long robes won't really work for mining stone and chopping trees. For DE though, there is a hat already in the game that I can use, so at least that can be accurate.
  6. Yeah, they'd research Cartography at some point, but the point would be that you could position your Spy into your ally's base before turning on them. Things like that. So, if you catch an ally's Spy in your base, you might get a little suspicious. Drama.
  7. It would also add a bit of intrigue if Spies worked the same against allies as well. Meaning, they don't see them as your Spy either, but as one of their own. It could be a Hero Class unit, meaning you can only have 1 active at any time and you'd see its portrait up at the top with heroes and catafalques.
  8. Thank you for offering more 0 A.D. content!
  9. I wonder how efficient it is. Is it a constant check or only on state change.
  10. I think the root problem should be looked into, but in the meantime (this alpha) a different team bonus should be decided. Basically 2 choices I see: 1. Some kind of metal trickle, keeping the same name, "Standardized Currency." 2. Some kind of Siege bonus. "Mechanical Innovation" or something. It would be very good to nail this down quickly.
  11. I believe you can currently build defense towers in allied territory. It steals territory from your ally though, which is a bit sus. It would be nice if we had more diplomacy options where players can turn different things off and on. So, you could be allies, but you don't have the "Allow Allies to Construct in Your Territory" feature flipped to 'on' because you don't trust them or for a number of reasons. If you want to cooperatively choke off a position you could flip that option 'on' in the Diplo screen and then your ally can help tower up an area with you.
  12. Unfortunately, I don't have the Blender models locally. Maybe @Stan`. Any one in particular? You want the horse, the horse armor, or both...?
  13. Battle for Middle Earth had a great thing going before EA lost its license. I still have BfME2 installed after 15 years. Lots of unique features in it that make it stand out from AOE and SC. I like the hero customizer (wish it was expanded though). The upgradeable battalions are boss and inspire me to this day. Company of Heroes had the interesting squad mechanics, cover, building infiltration, destructible environment, etc. Rise&Fall: Civilizations at War was a half-finished game, but it had a very cool hero-RPG dynamic which made it stand out. Unfortunately, Stainless Steel Studios folded just before the game could be completed, which forced their publisher Midway to "finish" it for release.
  14. I think those features make sense for large units, such as ships, siege, and elephants (and maybe chariots), but for most units, especially foot units, yeah, maybe not instant turning and instant acceleration, but nearly so.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
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