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Everything posted by wowgetoffyourcellphone
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Experimenting with icons
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
Gotchu fam. @Freagarach @Stan` action-garrison-turret action-garrison-turret.txt Bonus: Metal and Stone mine portraits: Cursors for the same: Resource icons for the same: -
Revealing attackers in Fog of War
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
I would say the Citizen-Soldiers' vision range reduces to the same as a Female Citizen while they gather, either that or reduced by 50%. You can extend the non-gathering vision range a bit and reduce their aggression range to 85% or so (already doable, @Freagarachshowed me how, in UnitAI). -
Revealing attackers in Fog of War
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
Lower vision range while gathering makes a lot of logical sense and gameplay sense. It would behoove a player to station a few guards to spot incoming raids. -
Let's Fight - Gameplay Balance Mod
wowgetoffyourcellphone replied to letsplay0ad's topic in Gameplay Discussion
The citizen soldier concept strikes again! -
Abusing Building Deleting While Capturing
wowgetoffyourcellphone replied to NIKn's topic in Gameplay Discussion
The capturing mechanic in general is just frustrating. I like some if your suggestions though. -
Blue parts = player color? I would make the red wall sections slightly desaturated.
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Revealing attackers in Fog of War
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
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Revealing attackers in Fog of War
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
1. That terrain's ugly, but more importantly: 2. I think the feature is desirable yes. 3. I'll comment with additional ideas on the diff. -
Look in the map's XML file for something like this, within the first hundred lines or so: ], "TriggerScripts": [ "scripts/TriggerHelper.js", "skirmishes/gallic_fields_3p.js" ]
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Event Notifications
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Either via a script or a simple ctrl-H replace command in Notepad++. -
Stone and Metal not in Atlas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
So essentially you've made Atlas less intuitive for everyone except you. -
Stone and Metal have been removed from the Atlas list. Why is that?
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mod Morale System for 0 A.D
wowgetoffyourcellphone replied to azayrahmad's topic in Game Modification
Nice. You could make the presence of a hero give a morale boost, while his/her death would cause a morale decrease. -
Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
It could be possible to do building upgrades in Empires Ascendant, but just for Civic Centers so there's a visual indicator of the phase. That would reduce the workload, while still including the feature in the game. -
Who dat?
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Arrows could have a morale status effect, as well as "scary" units such as War Elephants and Gallic Carnyx Players (an aura?). ======================================================== Y'all: Some new cursors for DE.
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Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Ah yes, forgot. Barracks Village Phase Spearman = Trash unit (Food and Wood), Anti-cav Village Phase (Upgrade; Town Phase) Medium Spearman (Upgrade; City Phase) Heavy Spearman (Greeks, Hellenistics, and Romans) = Hoplites, Pikemen, Triarii; no longer trash or low cost (Upgrade; Empire Phase) Elite Spearman (Spartans; Hellenistics) Swordsman = Anti-infantry, cost Food and Gold Town Phase (Upgrade; Town Phase) Medium Swordsman (Upgrade; City Phase) Heavy Swordsman (Romans, Iberians) (Upgrade; Empire Phase) Elite Swordsman (Romans) Archery Range Village Phase Slinger = No bonuses, Trash unit (low cost Food and a small amount of Stone) Village Phase (Upgrade; Town Phase) Medium Slinger (Upgrade; City Phase) Heavy Slinger (Balearic and Rhodian slingers) Skirmisher = Trash unit (Food and Wood), anti-ranged (vs infantry and cavalry) Village Phase (Upgrade) Medium Skirmisher = Highest tier for most civs (Upgrade) Heavy Skirmisher = No longer trash or low cost; Thureophoroi Archer = anti-barracks units; Wood and Gold Town Phase (Upgrade; Town Phase) Medium Archer = The highest tier for most civs (Upgrade; City Phase) Heavy Archer (Persians, Kushites, Mauryas) (Upgrade; Empire Phase; replaces "Heavy Archer" upgrade for some civs) Crossbow (Hellenistics, Chinese) = Adds a small crush attack against buildings Stable Village Phase Camel versions of the units below have a "Stench" aura that reduces the attack and speed of nearby Horse Cavalry by 10% Scout = Trash (Food only), no bonuses except Vision range and speed Village Phase No upgrades Melee Cavalry = Anti-ranged infantry; Food and Gold Town Phase (Upgrade; Town Phase) Medium Cavalry (Upgrade; City Phase) Heavy Cavalry (Upgrade; Empire Phase) Cataphract Cavalry (Persians and Hellenistics) Skirmish Cavalry = Anti-Cavalry; Food and Wood Village Phase (Upgrade; Town Phase) Medium Skirmish Cavalry (Upgrade; City Phase) Heavy Skirmish Cavalry Cavalry Archer = Anti-Barracks units; Unlocked after building an Archery Range; Wood and Gold Town Phase (Upgrade; City Phase) Medium Cavalry Archer (Upgrade; Empire Phase) Heavy Cavalry Archer Fortress City Phase Champion 1 = Infantry City Phase (Upgrade; Empire Phase) Elite Champion 1 Champion 2 = Cavalry City Phase (Upgrade; Empire Phase) Elite Champion 2 Champion 3 = If historically justified; these are your War Elephants and Chariots Empire Phase (Upgrade; Empire Phase) Elite Champion 3 Champion 4 = If historically justified; these are your War Elephants and Chariots Empire Phase (Upgrade; Empire Phase) Elite Champion 4 Better yet, if we make this possible to "reseed" in the Farmstead. Or just have a "Crop Rotation" tech that changes the Field food amount from 2000 (or whatever) to unlimited, so that rebuilding is unnecessary in the late game. Agreed. Agreed, especially if it can be done as a secondary attack. Citizens usually defend themselves with a dagger, but hunt with a short bow. Not so sure I want to include Heroes at all. Possibly add Bannermen and Officers as specialty aura units (in limited numbers)? I'd want to keep heroes for scenarios and campaigns, like in Starcraft or AOE2. Nah. Slingers are an Archery Range trash unit. Leave anti-building stuff to siege weapons and special units. For sure. We can use a classic upgrade progression system. Light -> Medium -> Heavy I'm thinking the Merchant Ship can double as the Transport ship for now. Warships use a Light -> Medium -> Heavy upgrade progression (with no garrisoning capacity). Warships are also smaller and cheaper, for massed naval battles on island maps. -
I either commented and accepted, or simply accepted to add to the chorus of acceptance.
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I've often thought the game could have an "Empires Ascendant" mode, which is what the game is now with territories, citizen-soldiers, etc. This is the mode that is standard for the game and the mode that's used in official campaigns and what is used for ranking in multiplayer. But.... there could also be a "classic" mode where the game plays more like an old-school RTS akin to Age of Empires or Command & Conquer. Building on my "Two Gender Citizens" mod (here: I was thinking of creating such a "Classic Mode" mod for Alpha 24. Specs: Citizen-Soldier concept removed. There is now a "classic" Citizen/Peasant unit for gathering and building, and Soldiers for fighting, with no overlap of roles. Include the Two-Gendered Citizens mod so that the new Peasants/Citizens have male and female forms. No territory restrictions or bonuses. Borders completely removed. Place all Champions back into the Fortress. Rename Metal to Gold. Adjust icons and terminology to match. Make Catafalques more like "Relics" from Age of Empires 2. Capture one, place it into the Temple to get a trickle of Gold. Heroes removed as trainable units (but still remain in Atlas for scenarios and campaigns). Adjust costs and stats to be similar to Age of Empires 2. Archery Range unlocked for all civs. 4 phases, call the 4th Phase Empire Phase. Remove automatic ranking and introduce unit Upgrades (light, medium, heavy). Create an upgrade progression for ships, like in AOE1 (light, medium, heavy). Make Gold the trading and resource, like in AOE2 and AOM. 1 gatherer per farm; adjust farming rate to compensate. Capturing removed, except with specific circumstances (Catafalque Relics, for example). Anything else, guys? ========================================================== MOD IS NOW PLAYABLE. COMPATIBLE WITH ALPHA 24. https://github.com/JustusAvramenko/0-A.D.-Classic-Mode Still a work in progress. Please report bugs and suggest balancing and gameplay ideas.
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It could be the Status Bars, but it could also be the selection state code?
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If a Rally Point is set to a capturable object (unit or building) then the cursor should change to the capture cursor, but currently it just always defaults to the attack cursor. Screenshots don't show cursors (another bug?) or else I'd show you. Perhaps video soon.
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I see. It is the same issue for Atlas. Existing objects in the world do not start the simulation with their animations synced with their props. This is true running the simulation in Atlas and running the simulation with the game. Definitely a bug. I only noticed it in Atlas, but it looks like you've noticed the issue in-game.
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Can you give more information on how to reproduce?