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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. 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.
  4. Improved Stone Mines for India, and you can definitely see fewer grass sprites. We need new models for the "small" Metal mines that pair with the new metal mines added in A25, as the current "small" metal mines re-use the small stone mine models. @Stan`
  5. 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
  6. Maybe it was in German, but you read it in English. Jk
  7. I said civ, because "2 players playing the same player" sounded awkward, if accurate. But basically, it would be 2 separate people playing as 1 player in game, sharing responsibility. It's called coop or co-op mode in other games. It could be as simple as just allowing multiple people to choose (or be assigned) the same player in match setup.
  8. Probably a simple template fix. Might have accidentally left out the SelectionGroup line in the light warship's template. Here I am stumped. I have never run across something like this before. @Stan`? @Freagarach @s0600204?
  9. Champions are supposed to be the most experienced troops you have. That's what distinguishes them from Citizen Soldiers.
  10. I really don't know who pissed in your Wheaties. Maybe you were just born this way. I can see this point. Though, isn't there supposed to be a detriment to your eco with rushing? The game is very fast paced already (folks have said rushing is now super viable with A25), and with a successful raid not only have you harmed your enemy's econ, but you've gained a bunch of free resource with which to keep the snowball rolling.
  11. It would be neat to have an "apprentice mode" where another player can help a less-skilled player for a period of time. Also, it would be nice to have "co-op mode" where two players can control the same civ for the duration of a match.
  12. What I mean is, it's such a passive benefit that is not very obvious. In other games you see some kind of UI notification when you gain loot, either with a number flash, a text notification, an animation, something. Loot in 0 A.D. is very sub-surface. In BFME2 you had to physically move your soldiers to go grab loot as it was dropped from a loot-bearing structure that was destroyed. In 0 A.D., you have to go digging into a layer or two of the UI to find it and even then you don't really notice it's happening. There's just this snowball effect that rolls under the surface.
  13. I think it's funny how the original game design had some interesting self-balancing and anti-snowballing features. While soldiers get automatic upgrades (promotions) and extra armor, they were supposed to get slightly slower. As you upgraded units, they were supposed to get more expensive. And technologies were supposed to have self-balancing effects, so let's say you upgraded unit health, they were supposed to take slightly longer to train. The stronger your buildings became, the more expensive they were supposed to cost or the longer they were supposed to take to build. Technology pairs meant that you gained 2x as many possible techs, but you couldn't have all of them no matter how many resources you had. And the pairs complemented each other in a self-balancing way. All of this was stripped out of the game, largely because their implementation was ad hoc and new people came into the team and thought things should work a different way or didn't understand why they were designed the way they were.
  14. I'm going to remove much of the loot in Delenda Est. Loot is a reward, true, but it's one that promotes snowballing, and I think a lot of players don't even know it exists (except for XP purposes). It's just a silent snowball. I think massacring the enemy is its own reward. I'll keep Glory and Coin loot, but raw resources as loot is going to be out for DE A25b. This also has a side benefit of making the "loot" bonuses of a select few heroes feel more special. Mostly removed from Delenda Est, although capturing CCs remains.
  15. If we could have text with drop shadows, then lighter backgrounds would be okay.
  16. Yep, some thought could be put into the separate game modes or victory conditions. For instance, Civic Center victory condition could have an optional timer. Capture the Wonder is a game mode (a Wonder of the World is placed near the center of the map) that turns on the Wonder Victory by default (can't be toggled off) with the optional timer. And perhaps it disables player-built Wonders. Some thought could be put into a Death Match mode as well. Make it more than just getting a bunch of resources at the beginning.
  17. This is cool, m8. I think that enabling stats overlay at the top should not be Shift-S since Folks could be moving the camera (WASD) while Shift-queueing orders. This makes the info panel sometimes toggle off and on accidentally. The big mini-map and moved buttons should definitely be a base-game option! Very nice. The ginormous garrison flags are a bit overkill.
  18. I'd like to see more combination victories being played, but right now the game just isn't satisfying to play that way.
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