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Everything posted by wowgetoffyourcellphone
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Delenda Est Alpha 25 Released
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
You gotta read the tooltips, brother. -
Alpha 25 - General Feedback
wowgetoffyourcellphone replied to MarcusAureliu#s's topic in Gameplay Discussion
Go from this To this -
Alpha 25 - General Feedback
wowgetoffyourcellphone replied to MarcusAureliu#s's topic in Gameplay Discussion
Well, I was just throwing together stuff that's already in the game. Otherwise I see a couple of solutions: Create a new set of "small" stone mines and a separate new set of "small" metal mines with an eye to making the sets look distinct. Get rid of sprinkling small mines all over the map in favor of using the larger, easier to distinguish, ones instead, just fewer of them. -
Alpha 25 - General Feedback
wowgetoffyourcellphone replied to MarcusAureliu#s's topic in Gameplay Discussion
Maybe go for something more like this? -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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Afghanistan
wowgetoffyourcellphone replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Bollocks. Any withdrawal from Afghanistan would have been a "disaster" since the entire country is a disaster. It's been clear for years now that all the U.S. was doing was propping up yet another corrupt unpopular government against a local insurgency. The Afghan government was a complete disaster itself. A completely biased view of the political landscape. "Some people say..." Likely they would prefer Biden to Trump or Dubya. You're right though, Biden is no Obama. -
Alpha 25 - General Feedback
wowgetoffyourcellphone replied to MarcusAureliu#s's topic in Gameplay Discussion
Stone Quarries and Metal Mine Shafts really should be considered (maybe A27). My proposal is elsewhere in the forum. -
Yeah, might as well.
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Zeugites, the hoplite class of Athens.
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Delenda Est Alpha 25 Released
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I like the way Hyrule: Conquest does it better, as it shows you details of each hero as you select them and then you click a button to choose. I don't have the skills to make anything like that though. Yes, this is intended. You can use your hero at the start to boost your econ or go scouting or any number of things. Yes, I would like to background pause the match until the heroes are chosen, but again I will need help with that. The mod currently is in a lot of flux. Ima wait to worry about translations until it's more stable. -
I've made bushes passable and destructible by buildings. They don't block pathfinding or construction. Used a mixin: <?xml version="1.0" encoding="utf-8"?> <Entity> <Obstruction> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>false</BlockFoundation> <BlockConstruction>false</BlockConstruction> <DeleteUponConstruction>true</DeleteUponConstruction> </Obstruction> <StatusBars> <HeightOffset>8</HeightOffset> </StatusBars> </Entity> This prevents bushes in your base from blocking you from constructing buildings, which was a huge problem for India and other biomes that heavily use bushes.
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A25 Feedbacks from testing
wowgetoffyourcellphone replied to Yekaterina's topic in Game Development & Technical Discussion
Ideally, there should be garrison and projectile prop points for all buildings. You never know if the base game or mod wants to add garrison or shooting ability to any type of building. -
Delenda Est Alpha 25 Released
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Each captured horse benefits your cavalry. Garrison them into a Corral or Stable to keep them safe. Hover over their portrait to see the exact benefit! I found it weird that horses were treated the same as deer or sheep. Should definitely look into adding this to the base game. -
Extended from this thread: Github Repo: https://github.com/JustusAvramenko/0ad_terrains_overhaul @maroder, myself, and others are looking to build upon the biome and map work we did for Alpha 25. We will post discussion and progress reports in this thread. We will also entertain suggestions, bug reports, and criticism here. First thing Maroder is working on is improving Gulf of Bothnia random map. First thing I am working on is improving the India biome. I'm making wider spaces to build and removing the obscene amount of grass props. ------------------------------------------------------------------- In addition to improving the existing new biomes from A25, I'd like to add a few more for A26: Hispania-North Africa Italia Persia ------------------------------------------------------------------- We would also like to work with the team to extend and expand the biome code to allow for more flexibility and interesting maps. Wishlist. Note: Not all random maps are required to use all options available in the biome files: Additional Gaia options fish1 fish2 treasure1 treasure2 treasure3 bushForest1 So, these are bushes, plants, and saplings that line the edges of forests. This is crucial to make forests look natural. bushForest2 dangerousHuntableAnimal Boars, etc. riverineShoreAnimal1 Crocodiles, Hippos, etc. riverineShoreAnimal2 dangerousAnimal1 Tigers, Lions, Wolves dangerousAnimal2 Additional Decoratives bird1 bird2 oceanAnimal1 sharks, etc. oceanAnimal2 dolphins or Portuguese man o' wars, etc. rockShore cloud1 dust1 Sand storms, etc. dust2 Resource Counts. Allow biomes more fine-tuned control over various resources. Patch: https://code.wildfiregames.com/D3995