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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yeah, ranged units just don't have the unit AI yet to allow friendly fire to be a general thing. Ranged units would have to be 'smarter' to make it a thing. Though, DE has friendly fire with catapults.
  2. 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.
  3. 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.
  4. Stone Quarries and Metal Mine Shafts really should be considered (maybe A27). My proposal is elsewhere in the forum.
  5. 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.
  6. If the bush was an obstacle, the building preview would turn red, as it does for any obstacle.
  7. To make it "feature complete" from a player interface pov, it would be nice if the bush turned red when the player waves the building preview over it, to tell the player it will be destroyed.
  8. Not really, since you can only build in ur own territory and the bush isn’t destroyed until you start construction (simply placing a foundation doesn't destroy the bush).
  9. 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.
  10. 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.
  11. 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.
  12. 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`
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