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Everything posted by wowgetoffyourcellphone
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Is this still a problem for you m8? I can't reproduce.
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Thank you, this works. Added and Credited to you.
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Steppe Warriors
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There's a problem with the Unit Viewer incorrectly reporting hero costs. Any ideas?
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DE in 4k
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Thank you! Completely CC0 textures and very high quality. Preliminarily they might make it into the core game for A25. Once they're in, it'll take a long time and some effort to retrofit all existing scenarios, skirmishes, and random map scripts to use the new terrains properly. It'll be a challenge, but one scripting could help (seek and replace automatically).
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
A24 will add a "fire" effect where structures continue to lose health when attacked by fire units (currently, the Iberian Champ Cav). -
Some more shots of Gallic Highlands:
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Civilization Selection Screen
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
This civ selection screen layout from Hyrule Conquest (I modded the Macedonians and Athenians in to show you how it could look for EA): I would do this to DE, but Hyrule's game setup UI code is based on A23, incompatible with A24, and I'm not sure how to rectify it. -
Jesus, it takes forever to unzip this. lol
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Now, EA can do it differently, but DE's trees and groves do not obstruct the pathfinder, for 2 reasons. 1. I thought fewer obstructions may give the pathfinder a performance boost (not yet benchmarked) and thought it okay to do this since other games like AOE3 already does this. 2. so groves can do cool things like have auras that affect units. There's the 'underbrush' aura that has these effects on units that traverse their footprints: -33% vision range, -33% range attack range, -33% movement speed. Additionally, straggler trees (individual trees) can be built over by player's structures, making the tree disappear once the construction starts. Again I figured this could make things easier for the AI. It works well for human players too as they don't have to worry about chopping trees down first or trees dictating the shape and layout of their base. There just needs to have some UI improvements to make this 100% done (the tree should perhaps turn red when the construction preview is waved over it). Garrisoning for ambush would occur just like garrisoning any other "structure." Only the garrisoning player (and their allies) would see that the grove is garrisoned by that player's troops. -
If you go to Github, then we can easily download your latest changes and troubleshoot for you.
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A new bot for 0ad (Common Bot)
wowgetoffyourcellphone replied to BoredRusher's topic in Applications and Contributions
More bots would definitely be welcomed! Also, if your changes are good code with desirable outcomes, it's always possible your work could make it into the main game. And there's no shame in reusing existing code. You think I don't reuse stuff for DE? -
It would be a super cool little Easter egg. "retro me" would play the 8-bit song and the 8-bit shader would kick in for 2 minutes or however long the song is, then everything would go back to normal. lol Neat?
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Bulding Snapping Feature
wowgetoffyourcellphone replied to vladislavbelov's topic in Game Development & Technical Discussion
Work is occurring here. https://code.wildfiregames.com/D3238#144327 Thank you! As someone who plays nearly everyday, this visual bug has driven me crazy. There seems to be a bug in the diff though: Building preview shows correct orientation right until placement, and then they flip. -
Probably not hard.
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The game should literally make the game look 8-bit for the duration of the song, then revert back to normal visuals and music.
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
It is possible, but with groves they will regenerate if not depleted 100%. -
Right, but I'd rather let the player the ability to delete it up to 99% completion (after thinking about it a bit) so foundation.xml works fine. If I change my mind back I'll switch it to construction.xml.
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Thank you. The "ideal" threshold might be 50% finished or 1% finished or 99% finished. Your solution looks like it'll make the threshold 99% which is okay to me for now, but others might want something more comprehensive.
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Forests and Farmlands, a new idea
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Lumber Camp mockup: Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory. Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they do regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints. Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears). -
Even if a building is undeletable (a CC for example), I think a placed foundation of the building should still be deletable if it hasn't yet been touched by a hammer. So, if you place a CC foundation, but no unit has started constructing it yet, then it should be deletable.
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Article about siege war under Han dynasty
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Rise of the East
Video shows rammed earth walls. 0:24 1:44