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Everything posted by wowgetoffyourcellphone
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"Better Scouting" Scouts Mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Please test, guys. (Alpha 24) -
Scout Cavalry mod repository is UP. https://github.com/JustusAvramenko/scout-mod This standalone mod adds Scouts to Empires Ascendant. Based on discussion here and elsewhere: Features: Starting Cavalry now replaced with Scout Cavalry for all civs (a couple civs get Scout Camelry for variation). Scout Cavalry cannot hunt, but they can build Outposts and, well, SCOUT. Outposts removed from Infantry and Female Citizens and given to Scouts exclusively to emphasize their scouting nature.
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Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
1. That Scout cav bringing back the entire deer carcass is pretty darn cool. 2. I like the dead/depleted berry bush. 3. I love the gold "veins" on the mines. 4. Cliffs and mountain tops are pretty awesome. 5. The grass actors are very nice. 6. The farm fields changing colors is something I've wanted for 0 A.D. -
===[TASK]=== Crowd Sourced - Garamantians (Faction)
wowgetoffyourcellphone replied to Lopess's topic in Game Modification
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Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
I agree that lack of trails is a good thing. Also that the extreme ballistic arcs are easy to see. But... I think it's a bit much. They could reduce the arcing by about 25% and it would look better. The fact that the arrows are white also contributes to the readability. 0 a.d. should look into re-texturing the arrows and javelins with this in mind (they are currently quite dark) and look into the gravity settings for projectiles in DE. Not at crazy as AOE's, but DE's projectiles do arc higher and longer than base game's do for visibility. -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
Interesting art design. I think they're going for AOE2-3D. The arrows and projectiles looks strangely cartoonish. But my early criticism of the buildings has now been addressed. I like the buildings in this video. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
He'll definitely get a cavalry bonus or aura. Also, some kind of "alliance building" aura. He needs a technology too. Any ideas for these, guys? -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Updated 1st post with hero information. Need info for the Gothic heroes, but those won't come until A25 or A26. -
Yes. I remember now. In your map XML file: { "AISeed": 0, "CircularMap": true, "Description": "Northern Italy near the Alps is called Cisalpine Gaul by the Romans. It's a fertile area contested by the Gauls, Etruscans, and Romans alike. ", "Keywords": [ "new" ], "DisabledTechnologies": [ "pair_farming_01", "pair_farming_02", "celts/gather_farming_harvester", "gather_farming_cultivation", "ptolemies/gather_grain_water_wheel", "ptolemies/gather_grain_well_sweep", "farms_crop_rotation", "vision_defense_tower" ], "LockTeams": false, "Name": "Cisalpine Winter (2 players)", "PlayerData": [ "", { "Name": "Player 1" }, { "Name": "Player 2" } ], "Preview": "cisalpine_winter_2p.png", "RevealMap": false, "VictoryConditions": [ "domination" ] } See "DisabledTechnologies" section. Just put the phases you want to disable there.
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There might be a way to disable the techs in specific map XML files.
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Well, we are modding an in-development freeware title. I've been very frustrated in the past about the modding situation, but if that's your current issue then that's not what you lead with in this thread. Why didn't you say this to begin with, since it's relevant to the thread topic and actually a pertinent observation?
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What do you mean lock? You mean keep the match to a specific phase?
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options menu ideas (UI scaling)
wowgetoffyourcellphone replied to DARKH0BBIT's topic in General Discussion
I believe that is in the works. There is a patch for it already. -
Can you export it to a height map? Then you can import the height map into Atlas.
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Include this uber actor (and textures) with every civ mod.
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He can't send them?
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Which files would be missing?
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New Unit: African Veteran
wowgetoffyourcellphone replied to wackyserious's topic in Game Development & Technical Discussion
Hmm, then boost the other civs? Looking at historical meta for a moment, I think both Rome and Carthage should be top tier. Ideally of course you want all civs to have a chance to win, but those 2 should definitely get some love. -
Temporarily they can use the Han buildings? Just include this "meta" rally point actor in the public mod. Put all the possible civs you can think of into the actor so it doesn't look like favoritism.
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I agree. Maya would be an awesome addition. They could share a similar tech tree with the Zapotecs.
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move fields away from the CC
wowgetoffyourcellphone replied to maroder's topic in Gameplay Discussion
DE does it 2 ways. There's a "Civic Spaces" radius around CCs that doesn't allow Farm Fields to be built within it. There's also "Farmland" terrain where you get a 2x grain gathering bonus if you build Fields there.
