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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It looks great! I only made the mockup to inspire and didn't expect the finished product to completely resemble it, but you've already come really close! Again, this is only to inspire and the final layouts and features are up to you guys.
  2. You basically just have to copy all of the portraits from the folders. https://trac.wildfiregames.com/changeset?sfp_email=&sfph_mail=&reponame=&old=27996%40ps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fart%2Ftextures%2Fui%2Fsession%2Fportraits&new=27996%40ps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fart%2Ftextures%2Fui%2Fsession%2Fportraits
  3. Well, the new one was gonna replace the old one, but I was given the request to not do that.
  4. Off the top of my head, I think the naval stuff is pretty standalone, so should be fine.
  5. Something like a construction speed effect needs to be large enough to be noticeable to the player and consequently worth investing in (assuming it's not a super cheap tech). I'll look at the Carthage "Colonization" tech. Perhaps it should be applied to all buildings, not just a select few types.
  6. I like this a lot. Perhaps a fire or poisonous siege unit? (Thinking of the siege of Dura Europas here)
  7. One of the aggravating A24 changes. I really want to change this back or at least rename the files to something map makers will recognize easier.
  8. Not as of 1 year ago almost exactly. https://trac.wildfiregames.com/changeset/27680
  9. I mess around with stuff to get some kind of positive results. Sorry. lol Honestly, that's all I've been doing for the past 20 years.
  10. We need to surrect a clone of @Stan` to improve the ship models. 1. Reduce their size by about 20%. This requires their animations to be re-exported. But would definitely help with pathfinding! 2. Ramming Ship animations. Something akin to the battering ram actor moving back and forth, while the entity itself doesn't need to move. The whole affect only needing to occur in the animation and no need for new unit motion code. 3. The Roman and Carthaginian Quinquiremes are pretty ugly compared to the Ptolemaic one. Probably just need an all new model.
  11. This kind of attitude prevents improvement. Siege Towers are pretty weird at the moment, but because some folks have managed to use that weirdness to their advantage we shouldn't improve them?
  12. At least one good random map for naval play is sorely needed. Something good enough that it could be played semi-regularly in rated. There are some great skirmish maps, but they are mostly limited to 1v1 or 3 players.
  13. What is different about our "engine" that makes non-random arrows not play well? So it is OP and UP. Got it. They played it for what? A week? All right then.
  14. I don't think we will ever know what @borg- drinks to make him the way he is.
  15. I still can't understand why random arrows is desired by you folks. I'm absolutely flabbergasted. And even all mods will have to adhere to it.
  16. I think what you're basically describing is the Han Minister. I've put a mild amount of thought into genericizing the Heroes. So, for instance, instead of named heroes, you'd have officer units that do what the heroes do. They'd have double or triple health of a champion and a training limit, but not the massive health of a current hero. Politician Train from Civic Center Boosts Gathering and Building Banner Carrier/Standard Bearer Train from Barracks and Stable Infantry and Cavalry versions Boosts movement and armor General/Officer Train from the Fortress Boosts Attack They'd be themed to their civ of course. The Athenian "General" would be a Strategos. Athenian "Politician" would be an Archon, Satrap for Persians, etc.
  17. This would be difficult for me personally to pull off, as I'm not sure if it would be moddable or if the actual engine would need new code. If it's moddable, I'd definitely like to do that, but I'd need help. @Freagarach and I play tested the mod a few years ago and also noted what you did. However, in Age of Mythology, the minor god selection screens don't stop the match either. So, there's an element of urgency to your choice. YMMV if that urgency is desirable or not.
  18. What do you think about putting Heroes in @Village or Town phase? A little more integral to the course of the game. Or maybe 1 hero in Village, 1 hero in Town, 1 hero in City.
  19. My favorite "spy" unit I've seen in an RTS was way back 30 years ago in Command & conquer: Red Alert. To you, it looked like a guy in a tuxedo (think: James Bond), but to the enemy it looked like just one of their own soldiers. So, then you could move your Spy into the enemy base relatively undetected. The only detection methods were the fact that you couldn't command an enemy spy to do anything, even though it looked like one of your men. This would clue you into the fact that it was indeed a spy. Also, one faction had Guard Dogs that the Spy had to avoid, else they'd detect him and maul him. The Spy could infiltrate enemy structures and you could then see what that structure was doing. The Spy could also "Sabotage" the structure by damaging it by a certain percentage.
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