Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.505
  • Joined

  • Last visited

  • Days Won

    611

Everything posted by wowgetoffyourcellphone

  1. I think a "Capture the Wonder" game mode would be awesome. So, on certain random maps, a game setup option would be available to choose a "Capture the Wonder" victory. This is different from a standard "Wonder" victory; it would place a "Wonder of the World" at the center of the map, and the player or team who can capture and hold it for a specified amount of time wins the game. Like a "Wonder" victory, the time duration can be chosen by the game host. The random map script could have a "<capture_the_wonder/>" flag that enables this, so that it can be available on a map script-by-map script basis (some map scripts would probably be unsuitable for this game mode by their design. As an aside: If "Capture the Wonder" is implemented, I'd suggest renaming the standard "Wonder" victory to "Build a Wonder" or something similar. Your thoughts on such a game mode/victory condition? For discussion of possible Wonders, go here:
  2. For a potential "Capture the Wonder" victory, or even to just add some cool buildings to the map editor, a list of world "wonders" could be appropriate. This thread can serve as discussion and as a place to link various tasks. Possible Wonders Hanging Gardens of Babylon COMPLETED The Persian civ's wonder replaced with the Apadana of Darius Mausoleum of Halicarnassus COMPLETED Already in-game as an Atlas-only structure Stonehenge COMPLETED Already in-game as an Atlas-only structure The Great Pyramids of Giza As they would have looked in the year 1 B.C. 3 large pyramids That there are 3 could perhaps add a different dynamic to the game mode Capture all 3? Capture 2 out of 3? Capture only 1? Task Thread Statue of Zeus at Olympia Task Thread Temple of Artemis at Ephesus Task Thread Colossus of Rhodes COMPLETED Task Thread Lighthouse of Alexandria This would double as a "Wonder of the World" and as a Ptolemaic wonder Task Thread Athena Parthenos COMPLETED Task Thread Athena Promachos Task Thread Pantheon of Agrippa Task Thread Flavian Amphitheater, aka "The Colosseum" This would double as a "Wonder of the World" and as an Imperial Romans wonder Task Thread Circus Maximus Task Thread Ishtar Gates of Babylon Task Thread The Great Sphinx at Giza As it would have looked in 1 B.C. Task Thread Second Temple (of Jerusalem) Task Thread Temple of Bel Task Thread Wikipedia Colossus of Nero Task Thread Wikipedia Terracotta Army Task Thread Altar of Peace (in Rome) Task Thread
  3. Tabs are 1 click. Drop-down is 2. Might make a difference to streamers/casters.
  4. Skiritai. They're your fast flankers and ranged-infantry killers (give them extra pierce armor, with less hack armor), while the Spartiates are your tanks who kill melee things (uber hack armor).
  5. Not a bad idea, but I think there's a "catch-22." A large cash tournament like this would bring a lot of new interest and expand the multiplayer community, but at the same time, since the community is so small, there is already a small group of top players that would more than likely monopolize the top 3 cash-winning slots.
  6. He does function similarly to Han Ministers, doesn't he?
  7. I guess the point is the gameplay element. One could rationalize it in any way necessary. lol
  8. Could have Mycenaean/Minoan ruins for Greek maps. Assyrian ruins for Middle Eastern maps. Etc.
  9. You're okay. I think "control point" victories are fine, as long as they're a game setup option (and not on by default). "Shrines" could still have a gameplay effect (in DE they could trickle glory, for example), even if the control point victory is not enabled by the host. I think biomes could have different "shrine" models. Sahara and Nubia biome shrines could be based on the current Ptolemaic temple actor. Those actors are based on sacred complex "kiosks" anyway, not actual temples. In an Italian map, the shrine would be based on the Temple of Vesta. In a Greek map, I think the shrine would look like the Temple of Athena Nike or the "Athenian Treasury" at Delphi.
  10. I don't think "too much turtling" is a problem with this game.
  11. I will see what they say. Thanks for the replies. Ill get back to you.
  12. Got this question on mod.io. Any ideas?
  13. Special building or Wonder? https://www.wikiwand.com/en/Ovoo
  14. Correct, "shallows." The water just needs to be deeper on that map though to prevent, weird, effects like Andy's screenshot.
  15. May I suggest a slight change to Line-of-sight aggression range in UnitAI.js? This helps reduce unit zerging and improves player control of his or her units: UnitAI.prototype.GetQueryRange = function(iid) { let ret = { "min": 0, "max": 0 }; let cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; let visionRange = cmpVision.GetRange(); if (iid === IID_Vision) { ret.max = visionRange; return ret; } if (this.GetStance().respondStandGround) { let range = this.GetRange(iid); if (!range) return ret; ret.min = range.min; ret.max = Math.min(range.max, visionRange); } else if (this.GetStance().respondChase) ret.max = visionRange * 0.85; // << This has changed. else if (this.GetStance().respondHoldGround) { let range = this.GetRange(iid); if (!range) return ret; ret.max = Math.min(range.max + visionRange / 2, visionRange); } // We probably have stance 'passive' and we wouldn't have a range, // but as it is the default for healers we need to set it to something sane. else if (iid === IID_Heal) ret.max = visionRange; return ret; }; And then also, stop units from automatically zerging any dangerous animal within range: UnitAI.prototype.AttackEntitiesByPreference = function(ents) { if (!ents.length) return false; let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); if (!cmpAttack) return false; let attackfilter = function(e) { if (!cmpAttack.CanAttack(e)) return false; let cmpOwnership = Engine.QueryInterface(e, IID_Ownership); if (cmpOwnership && cmpOwnership.GetOwner() > 0) return true; let cmpUnitAI = Engine.QueryInterface(e, IID_UnitAI); return cmpUnitAI && (!cmpUnitAI.IsAnimal()); // << This has changed. }; let entsByPreferences = {}; let preferences = []; let entsWithoutPref = []; for (let ent of ents) { if (!attackfilter(ent)) continue; let pref = cmpAttack.GetPreference(ent); if (pref === null || pref === undefined) entsWithoutPref.push(ent); else if (!entsByPreferences[pref]) { preferences.push(pref); entsByPreferences[pref] = [ent]; } else entsByPreferences[pref].push(ent); } if (preferences.length) { preferences.sort((a, b) => a - b); for (let pref of preferences) if (this.RespondToTargetedEntities(entsByPreferences[pref])) return true; } return this.RespondToTargetedEntities(entsWithoutPref); }; Honestly, both changes should be added to the base game, but in the meantime, could go into your mod (they're already in DE).
×
×
  • Create New...