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Everything posted by wowgetoffyourcellphone
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Improved the Republican Roman heroes a little bit in DE: Replaced their old low quality "Imperial Attic" helmets with more appropriate helmets for the time period. Made infantry variants for all 3. Gave Marcellus a better body texture. EDIT: Romans really need new Parma shields.
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request Requesting/suggesting a change for skirmish maps
wowgetoffyourcellphone replied to Grapjas's topic in General Discussion
Yes, I could see this as adding an interesting dynamic to, say, a 6-player skirmish map with 2 human players and 4 "unassigned" players. The 4 unassigned players can be "taken over" by the human players. And then you'd have the "Removed" option for those players (probably the majority) who don't want that dynamic. -
Is everybody ok with how rams work?
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
Hack/Melee, Pierce/Ranged, Crush/Siege attack types are plenty enough to balance most units. How many units will use "other" types of attacks? -
Is everybody ok with how rams work?
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
Right. If it's a simple change in terminology then I'm okay with doing it if it's more intuitive. The change from Armor to "Resistance" made things less intuitive IMHO. But I think changing Hack, Pierce, and Crush to Melee, Ranged, and Siege can be okay, if that makes WFG fix spearmen. lmao -
Is everybody ok with how rams work?
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
hack, pierce, crush already do this, it's just WFG stubbornly does not want to fix spearmen attack to align with this. -
request Requesting/suggesting a change for skirmish maps
wowgetoffyourcellphone replied to Grapjas's topic in General Discussion
Yeah, this has been desired since skirmish maps became a thing. Player options need to be: Yourself/Other Human Player AI: Petra Bot Unassigned Removed "Removed" takes away the skirmish templates for that player so that they are completely removed from the map. -
Spartans Victorious
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Ptolemaic Goodness
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
A Spy/Assassin unit would be awesome. Perhaps a train limit of 1 or 2. To enemy players, your unit would look like one of their own, but to you the owning player it would look like an unsavory cloaked figure. They could have a few special abilities: Report Garrison in an enemy building reveals its Production queue and garrison to you Has no cool down time time, the Spy can move from building to building at will Sabotage Task your Spy to sabotage an enemy building. This reduces its health by 1000 hp (or a percentage), and cancels its Production queue Defensive Buildings, Civic Centers, and Fortress are immune, but Wall Gates are not Has a 5-minute cool down time Bribe Much like the Bribery feature in the diplomacy tab, it gives you the vision of the bribed unit. Bribe it twice and you can own and control the unit. This could have success rate applied to it. If unsuccessful, your Spy may then become visible to the enemy. Has a cool down time Assassinate Kill a target unit. The greater the health, the lower possibility of success (or we can base success rate on unit class). If unsuccessful, the target unit can fight back. Has a cool down time Hmm, it's not so big of a departure I don't think. It's additive, not subtractive. Your gatherers are still tasked to chop the trees and groves like you would in AOE. If anything, 0 A.D. already forces a big departure from AOE gathering by making it primarily territory-based. My idea gives back the ability to gather outside of your territory by using mechanics (such as capturing and auras) that are already in the game. -
Used Gallic Highlands as a base to make a Scythian Steppes map. It's larger and has easily less than 20% the number of trees. Way more wide open and no cliffs.
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Achaemenid Champions
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[SVN/A24] Default formation for walking
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
Request: Extend this to make batch-trained units (or exiting garrisoned units) arrive at their rally point in the chosen default formation. -
Heroes already give the buffs you're talking about, so then Priests just become mini heroes? I agree that the "Healing" effects of heroes is fantastical. It's just that for gameplay purposes, a healing unit sounded like a good idea, and since medicine as we know it wasn't a big thing in ancient times having "Doctors" or "Medics" sounds too modern. Temples were purported to be places of "healing", and many times priests, priestesses, and their attendants acted in ways that today we would associate with "faith healers" mixed in with a healthy amount of folk medicine. It's all an abstraction that fills a gameplay role. I do understand that it might go too far for some people to suspend their disbelief though.
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Archaic Age: Classical Age:
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Oops I will fix.
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Archaic Age: Classical Age:
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After the 5th time clearing the cache it worked...
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There is also no such file or folder in the DE repo or locally.
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Yes I noticed that too. But I deleted the cache and I still get the error, in EA and DE.
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I turned off DE and I get the same error codes with vanilla. It was the first thing I tried. 2nd thing I tried was reverting all versioned files in the public mod. Still errors. I'll delete cache next and report back.
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
You're right! The tree obstructions were so small I thought they were passable. Lol They might as well have been. -
ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js line 1 redeclaration of let GridBrowser @gui/gamesetup/Pages/MapBrowserPage/GridBrowser.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js line 1 redeclaration of let GridBrowserItem @gui/gamesetup/Pages/MapBrowserPage/GridBrowserItem.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/MapBrowserPage/MatchSort.js line 1 redeclaration of const MatchSort @gui/gamesetup/Pages/MapBrowserPage/MatchSort.js:1:1 onPress@gui/pregame/MainMenuItems.js:64:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10
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I thought that was what the _athen suffix was for in the tech filename. Other parts of the UI knows that that means. *shrugs* I've started fixing it to your suggestion and it is working as you say.
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I may have missed this. While that may have been true that there are separate templates, the dual-gendered citizen you train in-game is pulled from template_unit_support_citizen, not from template_unit_support_citizen_male or template_unit_support_citizen_female, which are only there is case I want to make some campaign-only units.