Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.996
  • Joined

  • Last visited

  • Days Won

    554

Everything posted by wowgetoffyourcellphone

  1. Oops, the animation shows the triremes ramming each other with their asses. lol
  2. Yep! A27 will increase ram speed per garrisoned soldier. { "type": "garrison", "stackable": true, "affects": ["Ram"], "affectedPlayers": ["Player", "MutualAlly"], "modifications": [ { "value": "UnitMotion/WalkSpeed", "add": 0.15 }, { "value": "UnitMotion/Acceleration", "add": 1 }, { "value": "Position/TurnRate", "add": 0.5 } ], "auraName": "Battering Team", "auraDescription": "Battering Rams +0.15 speed, +1 acceleration, and +0.5 turn rate for each garrisoned soldier." }
  3. Because a big difference between the way expansion works in AOM vs. AOE is the Settlements feature. in AOM you can only expand by building your Town Centers on unclaimed Settlements. This differentiated it from the rest of the Age franchise. The Village Center dilutes this.
  4. On the contrary, for AOMR I believe the "Village Center" was a big step back that badly watered down the Settlement concept. For 0 A.D., I've conceptualized different kinds of settlements or civic centers before.
  5. Ooooo thanks! Skirmish maps are a lot like Starcraft maps. They have a fixed number of permutations and little to no randomness, so that players can learn a map very deeply. Furthermore, Skirmish maps offer a lot more features than random maps currently do, as you noted with capturable objects, more types of animals, more detailed terrain, better terrain blending, better aesthetics, etc.
  6. Apologies for not being more specific. Yeah, as @real_tabasco_sauce says, removing the BuildingAI component from the template allows you to use capture attack, but also makes the tower attack like a single unit. A suggestion would be to give units a garrison aura that decreases repeat time for siege towers. This could be a nice simple workaround. Similar to the battering ram garrison aura.
  7. You have to take away Building AI and use unit attacking.
  8. If that's true, then the more literal translation would be best: "If you spend a thing you cannot have it too."
  9. I'd reduce base cavalry speed by the amount of the speed tech, then increase the cost of the speed tech. Same idea for the health tech.
  10. I'm still attack/destroy but the capture points and health were never adjusted to this paradigm.
  11. The tip would be how to toggle between capture and attack.
  12. I think the trident would be balanced like a spear, so that his hand would be at roughly midpoint of the shaft. Also, can the modesty prop have wrinkles in it?
  13. Should design for the most likely case. But with this outlier we'd just squash the techs downward.
  14. Yes, but I would like more flexibility in the UI code to be able to place these upgrades directly beneath the unit in the panel. More general techs would be placed at the bottom of the panel.
  15. Another big idea. I agree with increasing the cost of the Forge, but then also increase the cost and research time of Forge techs. Then we could have a tech pair in Town Phase that's "Forge techs -50% cost" vs. "Forge techs -50% research time."
  16. To me, the "native names" (SpecificNames) are just a minor aesthetic feature to placate those who want a little more authenticity and like that kind of thing. Most (English) players, IMHO, will want to see Spartan Hoplite instead of "Hoplítēs Spartiátēs." At least for clarity in the middle of a frantic match.
  17. This already looks like a great improvement. Perhaps a custom setup option/toggle to give the players a free starting Dock if desired.
  18. Just swap them into Centurions? Did we debate this one already? I forget.
  19. You're absolutely right. For some reason I only downloaded the 'preview' images. Got the large ones now. If you don't mind, I took the liberty of increasing the contrast of the normal map to pull out more detail. The diffuse and spec maps I reduced to 512x512, while I kept the original resolution for the normal map to get the detail. I might make a podium for it like the other statues have. I'll export this version in the screenshots and a smaller version as a possible structure prop. Toggle these below to see the difference in normal maps: And here's a cool "epic" screenshot: 4k version here: https://i.imgur.com/6FwT5V0.jpeg
  20. Looks great in-game! A couple things though! The textures can only be power of 2 for our engine. So: 2x2 4x4 8x8 16x16 32x32 64x64 128x128 256x256 512x512 1024x1024 2048x2048 (absolute largest we want, only used for civ structure sheets, some terrains, etc.) or any combination of the above. I've already resized your textures to 512x512.
  21. Considering the whole conceit of "phasing up" revolves around the advancement of a settlement to a city, removing building requirements kind of ruins the concept. What we could do though is genericize the requirement to X number of any kind of building (except Farms and walls). You could say someone could spam 30 houses and upgrade to final phase! They could, but then they haven't built anything else either, so are vulnerable af in many ways. Could open it up to some create and/or wild build orders and strategies. Possibly worth considering for A28's comm mod.
×
×
  • Create New...