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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yes, but now you make slingers, who sling little rocks or lead bullets, into siege weapons (structures are crushphobic as well).
  2. Forgive me... This not quite accurate. The one stat they can alter is <WalkSpeed>, which I do in DE with column (increase), wedge (greatly increase), phalanx (decrease), syntagma (decrease), and testudo (greatly decrease).
  3. Looks good. I just think the roughness is a bit much. I think it would be smoother.
  4. https://cc0textures.com/view?id=Ground010 https://cc0textures.com/view?id=Ground017 One of these 2 could work if turned so that the grain is horizontal.
  5. A number of times light troops such as skirmishers were cited in primary and secondary sources as able to pepper enemy elephants with enough missiles to drive them to rout and run amok, so I think I give javelineers a 1.5x bonus vs. Elephants in DE.
  6. Well, game designers must, you know, design the experience of the game. It's not a sandbox game after all; there must be restrictions to define the gameplay. There is something to be said for a "standard" start for everybody (with some minor exceptions, which are designed and balanced against of course). Having said that, I'm not against allowing the game host to dictate starting resource amounts, but I can already think of scenarios where a host who likes to play a stone heavy civ giving himself an unfair advantage by weighing starting resources in his favor (else everyone else would have to choose the same stone heavy civ in order to remain competitive). Perhaps rated matches would require a standard resource start, while non-rated matches would unlock the host's ability to determine.
  7. Very few of my proposals are self-contained. Obviously I'd like to change a lot about the main game, even under this specific topic. In addition to useful and impactful structural techs that cost stone, I'd also like to make all (except outpost) defensive and military structures cost some stone as outlined in my previous.
  8. The game needs structure and construction techs. Cost, build time, health, etc. These can cost stone and wood.
  9. I was just being cheeky about removing stone, guys. Delenda Est has 6 resources after all. I have made many posts about how to differentiate metal and stone collection. Perhaps an intrepid forummer can dig those up.
  10. You might as well merge stone and metal into one resource or something. Or Wood and Stone. EDIT: Or maybe I'm not understanding you.
  11. Ah, yes. I forgot that DE starts with 500 res, while EA starts with 300. But...... since stone is a rarely used resource in the first phase, the cost might not be that bad? Else, just drop it to 200 stone instead of 300. Meh, I hate the current way EA does towers, so I subtly tried to insert DE's tower paradigm into the zeitgeist.
  12. The map and terrain overhaul will come with some new and updated maps, some ported from Delenda Est. Perhaps 10-12 new or updated skirmish maps will showcase how the completed map overhaul will revolutionize the look of the game. Work continues.
  13. I just think that since they are similar taiko drum tracks some people confuse the 2.
  14. I begin the process of posting this to mod.io if no one else has any bugs or requests.
  15. I'd make all military and defensive buildings cost an amount of stone. Barracks: 300 stone Archery Range: 100 wood, 200 stone Stables: 100 food, 200 stone Fortress: 800 stone - Move champions back to Fortress Wooden Tower: 200 wood - Upgrade to Stone Tower: 200 stone
  16. Do mod updates need to be re-verified before setting them as 'Primary Release'?
  17. binaries/system/pyrogenesis -mod=mod -mod=public -mod=theban_greeks_working -archivebuild="binaries/data/mods/theban_greeks_working" -archivebuild-output="theban_greeks_a24_4.pyromod" -archivebuild-compress Apparently, -mod=mod and -mod=public are important.
  18. 1. Do you think I should keep Outposts capturable? I've removed capturing CCs. 2. Do you think I should throw Theban Greeks into the mod as a nice little bonus?
  19. Lol yeah, the gold icons could be improved. Well... that's how the classic RTS games are. Yeah, I can make buildings a little weaker. Oops, that's a big one. I'll remove those techs!
  20. I'm confused. Your mod doesn't edit territorymanager.xml It adds-on to Player.js.
  21. Setting BorderThickness to 0.0 didn't do this for me. Hmm
  22. Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally): The current idea is to release the new terrains with A25, and have all the old terrains exist alongside the new terrains for 1 development cycle (A25 released-A26 release), so that map makers and modders (and WFG) can have a whole dev cycle to retrofit their existing maps. Then the old terrains would be eliminated at the A26 release. A26 would include a script to help anyone port over any other maps they may have to the new set of terrains (the switching will be rough approximations).
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