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Everything posted by wowgetoffyourcellphone
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Interaction and early gameplay
wowgetoffyourcellphone replied to the-x's topic in Gameplay Discussion
There's just not much to do in general in the first 5-8 minutes except build ur eco, scout a little, and train units. At least in DE there are trading posts and mercenary camps to capture and map creeps to kill. Also you can rpg your hero a little bit. -
"Pulling the plug"
wowgetoffyourcellphone replied to PyrrhicVictoryGuy's topic in Introductions & Off-Topic Discussion
IMHO, a disconnect should be made to count as a loss. Have a bad connection or your router randomly resets, then oh well sorry aboutcha. You lose. It's just the way it is. -
Why does nothing have 0 armor?
wowgetoffyourcellphone replied to ChronA's topic in Gameplay Discussion
I think I will set some units to 0 armor in DE. Thanks for bringing this up. -
Why does nothing have 0 armor?
wowgetoffyourcellphone replied to ChronA's topic in Gameplay Discussion
ctrl-c ctrl-v Edit: In case I was too cryptic, I'm insinuating that you say the same thing to every proposed change. -
You want me to remove what's now duplicate with public? I can do that.
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@Stan` I pushed some changes to the git repo.
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Obvious improvement.
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What if pikemen had their attack rate halved?
wowgetoffyourcellphone replied to LetswaveaBook's topic in General Discussion
Well, again, it's a simulation attempting to get something close to what happened in history. Historically, archers weren't necessarily very good against pikes. It's not like phalangites had bigger shields or anything, I've read it may have been the "forest of pikes" phenomenon which scattered the incoming arrows. Very difficult to simulate in 0 A.D. with its very simple combat paradigm. -
===[TASK]=== Greek Unit Texture (General Thread)
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
Want me to just throw the actors into the terrain and maps repo, or put @Freagarachto work and PM the files to them? -
I agree that removing shuttling can solve some issues. I think it was determined to implement shuttling after the first few alphas to make the game look livelier (busier, more interesting to look at and manage). As noted, the "aura range" approach was restrictive and once shuttling was implemented, no other solutions were attempted. I would rather keep shuttling, but it needs fixed because of the movement rates. Luckily Delenda Est doesn't have this problem. But one way to mitigate it at least somewhat is to double carry capacity, which means units spend more time gathering and less time shuttling. Another way (perhaps in concert with the capacity change), is to implement a shuttling speed component in UnitMotion. A 2nd walking speed if you will, that we can make universal to all infantry, that kicks in when dropping off resources. Yes yes, people could potentially micro this to get around the shuttling speed, but I would say "good luck to you" micro-ing the shuttling of 100+ units while doing everything else. Lol Only going to happen in edge cases and not very important (there are ways to mitigate this at any rate).
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I wondered this too. If the schema at that section allowed me to adjust animal numbers as sometimes they seem quite inadequate. Also having just 2 possible huntables severely limits a biome such as Savanna which has a large variety of herd animals. Biomes also don't let you choose dangerous animals?
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A25 Feedbacks from testing
wowgetoffyourcellphone replied to Yekaterina's topic in Game Development & Technical Discussion
Ban them? No. Just remove the default pop bonus for these civs. -
A25 Feedbacks from testing
wowgetoffyourcellphone replied to Yekaterina's topic in Game Development & Technical Discussion
Indeed. I feel like whatever bonus a Wonder gives should be automatic or free. The worker downtime used to build the thing, plus its cost, justifies the notion that whatever the benefit of building a Wonder, it has already been paid for. -
What if pikemen had their attack rate halved?
wowgetoffyourcellphone replied to LetswaveaBook's topic in General Discussion
In history, pikes were used en masse to pin down enemy formations so the skirmishers and cavalry could pick the enemy apart with flanking maneuvers. Without hard battalions or formation fighting, the only way to simulate this is to make the game's phalangites very very tanky ("meat shields", "damage sponges"). And to prevent them from being OP, their speed and attack has to be unusually low.