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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It is, though it is using outdated info. It could be nice though to have something on the web that just pulls the info from the latest release and can be used as a reference for discussion without having to launch the game.
  2. Perhaps create a Trac ticket and someone might pick it up and solve this for you.
  3. Random rotation adds additional visual variation which exasperates the problem.
  4. The real work is done on Phab ( http://code.wildfiregames.com ) and Trac ( http://trac.wildfiregames.com ). We can discuss cool stuff ( Battalions! ) on the forum until we're blue in the face, but unless someone wants to put in the hard work to make their dream a reality, there's nothing much someone else can do for you (unless your ideas are truly inspiring). To get stuff added to the base game or game engine, you have to participate in Phab and Trac (and on IRC to a lesser extent)*. It's a long process, especially if you don't come to the project with a battery of programming languages already in your repertoire. A few contributors started with few requisite skills and have learned over time to make valuable contributions. That process isn't necessarily hostile or apathetic; it just takes lots of dedication and discipline. *I don't participate enough on Phab and Trac, which is probably why my preferences are not taken into account when designing the game. It's my fault, not theirs.
  5. Unfortunately, this simply activates the framerate counter. lol. I appreciate the 1.1 release though. Currently running it!
  6. A fair argument. Agreed. So much in the game is an abstraction, and that's the only way a game of this type can function. So, yeah, "Health" can definitely be conceptualized in this way.
  7. Nothing direct (no bonuses, except in Delenda Est ), but there are benefits to creating a well organized battle line, even in a mosh pit game such as Empires Ascendant. You spread your attack damage more evenly across the enemy line and most formations handily place the melee troops in front and the ranged troops behind for you. They also space pikemen so that you get a little of the attack-through effect from the second row.
  8. I am not sure about these specific features, but Hyrule:Conquest adds a lot of fantasy features to the 0 A.D. engine, so you should check that mod out.
  9. Your method is definitely easier for modders (and the wfg team if they ever wanted to add more depth to requirements). Right now, modders have to use tricks with player.xml, auto-researched technologies, etc. to give layering to requirements. Having mentioned it, you should look at the xml files in \binaries\data\mods\public\simulation\templates\special\player\. These files define some player and civ specific requirements as well as building/training limits, among a bunch of other things.
  10. CCs have the Civic Spaces aura which prevents units from building farms around the CC. It's right in the tooltip if you hover over the CC's portrait in the UI.
  11. Saharan Oases 4p, my guy Because it's not a "graphics" setting if it affects the simulation.
  12. Thing is, the rotation isn't entirely visual, the obstruction (a square shape) is also rotated, which then affects the rotation of buildings which may snap to it. Miletus Peninsula is bausssss.
  13. Honestly, I thought it wasn't that interesting of a feature in AOE3 to make it a default behavior. The migration was always too subtle to notice before all the animals were hunted to extinction. If anything, in 0 A.D. I find it a bit annoying that herd animals tend to "average out" their pathing and end up all spaced apart across the map. I think they should wander, but stay within a certain distance from either each other, or from the coordinates they were placed.
  14. Large Metal mines already have 4 variations, for example, so then adding random rotation kinda takes it too far. I acknowledge it is a subtle thing, and the reflexive reply would be something along the lines of what you said, but sometimes I think there can be too much randomness for quick recognition. In the skirmish maps I make, I tend to not rotate the large mines (for just the reason I stated) and no one would complain about the lack of variation on the map.
  15. You want to look at the component files in binaries/data/mods/public/simulation/components.
  16. I agree, especially about the last part. Simply building a trading post on the right slot was essentially the entire extent of trading and it was about as deep as a pizza box. Having biome-appropriate trading posts to trade with seems a lot more dynamic than the AOE3 method. BTW-in Alpha 25 there are Trading Posts on a few of the new skirmish maps by which you can test the concept.
  17. Suggestion: Mines should not be rotated randomly, to assist in visual recognition. Thoughts?
  18. All well-argued. I wonder then if an "International Trade Bonus" could be removed as a default feature and given to a civ as one of its Team Bonuses*. Persians and/or Carthaginians perhaps. *There's nothing to say that civs can't have more than 1 team bonus, though we shouldn't get too carried away. It could be a way to make (e.g. Athenians) more relevant in team games if they could have another bonus to fall back on if their primary bonus (e.g. based on a map having water) was not applicable. Perhaps a different discussion though.
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