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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I realize now why I don't like the buildings in this trailer: There is no consistent architectural theme. It looks like buildings from multiple building sets have been thrown together for the trailer.
  2. https://github.com/JustusAvramenko/delenda_est It's a work in progress, but it works with Alpha 24. It's a few weeks off until an official release, but the dev version there is 100% playable with 0 A.D. Alpha 24.
  3. Yeah, AOE3's banner army concept is essentially what came to mine when I saw the DIFF being worked on. I kind of like it and can't wait to play with the concept if it's ever folded into the 0 A.D. dev repo.
  4. Defense Tower I would just make straight up and down at the bottom instead of angled. It would be 100% wood, with no stone base, unlike the Gallic tower. Temple doesn't necessarily need the stone circle. You could make it wider to take up more area. One of the few temples to be wider than deep, in contrast to all the others which are either deeper or square. The 3 houses don't look to scale with each other. House #2 looks correct scale, so scale the other 2 houses to that one. BTW -- We prefer 4 house variations since so many houses are built. The Civic Center actually looks really good. The Barrack looks a little big in scale. The doorway looks like it needs to be bigger and the wooden palisade should be taller. That should make the structure look a little smaller in comparison. Siege Arsenal looks great. Maybe put the palisade along the back sides and leave the front corner more open (like the other Siege Arsenals in the game). Great work so far!
  5. Why isn't this a main menu background?
  6. I need ideas for Balkan mercenaries. Essentially mercs from the Balkan peninsula and area. I was thinking: Thracian Peltast Javelin Infantry Illyrian Spearman Spear Infantry Dacian Falxman Sword Infantry Getae _____ ? Bastarnae _____ ? Paeonian ____ ? Need a couple cavalry ideas.
  7. A halfway proposal is currently at https://code.wildfiregames.com/differential/ Basically, allowing the training of mixed batches. For instance, you could have the option to train batches of 10 soldiers, 1 officer (2x health; attack aura), and 1 bannerman (speed and armor aura). Or maybe an officer and bannerman would be trained for free if you choose to train a batch of 20 or more soldiers. ---------------------- I disagree that battalions don't work in an RTS. They worked beautifully in Battle for Middle Earth II. And as I said, if your soldiers do nothing but stand idle or fight, then why not just have them exist in hard battalions? I'm talking about battalions of maybe 2 dozen soldiers, not 100 as in Total War.
  8. In Delenda Est soldiers do not gather. You don't have to divide them up among different resources to gather efficiently, so it makes sense to make them just exist in hard Battalions. For EA, that may be a different story.
  9. Another option would be to give the Forge a set of template UPGRADES, the same features used to upgrade a Sentry Tower to a Defense Tower. Essentially, for a cost and a negative resource trickle, you would Upgrade the Forge to "produce" certain kinds of armaments. This would then affect the stats and costs of units. So, upgrade the Forge to produce Swords and all sword units would be affected (the Forge would have an aura to that effect as long as the Forge remains as this upgrade) and the Forge would have a negative trickle of metal and wood. Want to go heavy on Hoplites, Upgrade the Forge to produce heavy armor for a negative Metal and Wood trickle. So, you can change your Forge to produce different kinds of armaments based on your strategy.
  10. Well, I want this too (Battalions). This Forge idea would go hand in hand. https://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations
  11. This has been suggested in the past. In that game, what qualified as "safety"? No enemy units in vision range? Did they run to the nearest unattacked town center? I'd rather we have Battalions first before we add morale and routing.
  12. Agis and Pericles need this in their actors: <group> <variant file="biped/base_hoplite.xml" name="Hoplite-Relax" frequency="1"/> <variant file="biped/formations/phalanx_front.xml"/> <variant file="biped/formations/phalanx_mid.xml"/> <variant file="biped/formations/phalanx_back.xml"/> <variant file="biped/attack_capture.xml"> <props> <prop actor="props/units/weapons/spear_lance_cavalry_reverse.xml" attachpoint="weapon_R"/> </props> </variant> <variant file="biped/attack_slaughter.xml"/> <variant file="biped/gather_praise.xml"/> <variant file="biped/hoplite_death.xml"/> </group>
  13. It's because it's not "5 shields" it's a level 5 shield (because it's 5 levels of resistance). The sword is a level 6 sword (6 hack attack), not 6 swords. Yeah, it does. Maybe need to take some micro away from somewhere else to make this palatable.
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