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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Want me to just throw the actors into the terrain and maps repo, or put @Freagarachto work and PM the files to them?
  2. 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).
  3. 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?
  4. Ban them? No. Just remove the default pop bonus for these civs.
  5. 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.
  6. Any way we can make it account for biome? The option is already there in each biome json.
  7. Also, "Decoratives" "Tree" doesn't seem to be used, at least not by Mainland.
  8. @Angen @wraitii When I try to make this happen for the India biome: "chicken": "gaia/fauna_peacock" It doesn't work. It always defaults back to fauna_chicken. It doesn't matter what animal I put there, it's always overridden to fauna_chicken when the map is generated. Any ideas?
  9. Working on improving biomes for Random Maps. @maroder has also helped. Mainland with an updated temperate biome:
  10. 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.
  11. BOOM https://github.com/JustusAvramenko/delenda_est/commit/5bebda22855a8efcca4a066447617c9045e17348
  12. In tests with 30 elite archers, it took those 30 archers 4+ minutes to take down a wooden defense tower. It took 2+ minutes take down a palisade tower.
  13. A defense tower or a siege tower? You have said this before, and I decided to do some tests in Atlas and a "small group" of archers does not take down a defense tower in 15 seconds.
  14. We weren't talking about rams. And some siege towers walking past a CC and taking it down seems lame to me. lol Is that really how you envision a siege tower should work?
  15. Lol, siege towers in general, even in EA, are weird and lame. The game is just not built (yet) for interesting siegework. Siege Towers need a lot of work.
  16. Atlas really needs the option to choose the biome of the random map the designer is generating. Mainland random map, for instance, has no option to choose a different biome. It always generates an Alpine biome map. There is no drop menu, as in game setup, to choose the biome it ill generate.
  17. That's just simply wrong? It's very plain to see the CC is representative of the administrative center of a town or city.
  18. Fenris Wolves in Age of Mythology have a similar bonus. The bigger the pack, the faster they move for instance. In Delenda Est, phalangites have the "Massed Pikes" aura that improves their combat effectiveness when fighting in groups. Hoplites have their own aura, called "Shield Wall" which improves their armor values when fighting next to each other.
  19. Building farms around the CC isn't some immutable law of the Universe or something. It's simply based on positive and negative incentives (and the lack thereof), which can be changed.
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