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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Agreed wholeheartedly. In addition to "Attack Ground" I would like an "Attack Group" option that keeps your units attacking the enemy units you've selected within a radius, so that if they move around they're still targeted. "Attack Ground" would leave your troops shooting at an empty space if the enemy soldiers moved out of the area. The only other option is to boost the pierce resistance of all melee troops, which will have unintended knock-on effects.
  2. Luckily, the translation for Rice Paddy is "verified" by Google Translators:
  3. Google Translate says "rice paddy" = "Dàotián" in Traditional Chinese. Would this be correct?
  4. This may be because it is the only "Champion Cavalry Swordsman" in the base game. The parent template may need a small nerf. A small reduction in Pierce attack to make it less effective against units, while maintaining its effectiveness against buildings? I think as long as a unit type can't be used exclusively and requires some kind of backup, then its strength can be justified. Them cav swords again...
  5. So, I think the "temple" icon would be the Wonder. The "diamond" would be civic centers. In that image, you see an orange player civic center, a blue player civic center, and an unclaimed Gaia civic center. The gold square is metal ore, and the gray blocks are stone quarries. There will need to be some logic to prevent a bunch of overlapping stone and metal icons when the "small" mines are used on the map. So, a group of "small" metal mines are only represented by one icon; similarly a group of small stone outcrops would only be represented by one stone icon.
  6. Some of these are nicely done. They at least fit with the rest of the style. I will say the Great Khan Statue wonder is absolutely trash and should be remodeled/replaced in the first patch. The model looks like it's literally just a unit mesh scaled up by a factor of 100. It's terrible. Notre Dame looks super nice, but the video maker didn't bother to show us the world-famous iconic front façade. lol
  7. I am currently making a 4-player Gallic Highlands and eventually a 6-player Gallic Highlands skirmish maps. They'll be ready for A26.
  8. What I meant was, one can "test out" differing mine placement schemes by trying the skirmish maps more. Seems like folks are wedded to their current build orders with the mines plunked down next to the CC, when if you try the skirmish maps you will see that slightly tweaked build orders do not ruin the game.
  9. Fanatical perseverance with more than a hint of madness.
  10. I was just kidding with Stan. He knows I would prefer more assets in the game, even as Atlas objects, than fewer, and even if they are slightly out of time period (Britons/Boudicca shouldn't be in the game, but here we are). It could be a separate building, acting like a super tower, making it a strategic choice on its placement.
  11. Better delete it then. SMH.
  12. I could see a drag n drop system nearly identical to building walls. Cost deducted per section. Also, a max length.
  13. This reminds me, games like Rome 2:Total War (and even super old games like Battle for Middle Earth 2 to a limited extent) add some random animation speed variation to groups of units so that they don't look like they're in 100% lock-step. No, this /can/ be done in the actors already, and is already done in some instances, but that adds actor complexity, and we still get the robot lock-step look as shown here.
  14. I think an ultimate strategy game would allow you to "city build" your capital or home city, while using basic Total War-style city management for your colonies or conquered cities.
  15. When trample is implemented, the acceleration and turn rates will hurt cavalry less, as they will still be doing (trample) damage a they're turning.
  16. We should take a cue from some other games and have a few different types of flares. I think they'd be more useful then.
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