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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. @Nescio These aren't primary sources, but they are modern interpretations of the ancient Han architecture. How do you think they look? Perhaps the colors are better.
  2. https://www.amazon.com/Mingqi-Pottery-Buildings-Dynasty-China/dp/1845197798
  3. It would seem that the Terra Magna/ROTE Han building set is primary based on these sources already, with some artistic license of course. You're absolutely right about the defensive walls.
  4. Well, there's also his naval program that built up the Athenian navy, a crucial element of Athenian (and Greek) history. We need a specific Naval hero for them and that's where Naval Architect comes from. Athenians have the Mines of Laureion bonus and Long Walls tech. I agree here, but now we may start running into some bad exploits. Long Walls + Piraeus Fortifications = possible game breaking.
  5. I am not sure. I don't often play the base game. Does the phase tech become available before the building is completed? If so, it may be the same problem.
  6. So, DE makes Fields get unlocked when a Farmstead is built. Unfortunately, now Fields are unlocked even if only the Farmstead's foundation is placed.
  7. https://www.washingtonpost.com/video-games/2020/12/03/battle-middle-earth-crunch/?_gl=1*svgc0z*_ga*MTg4NzAwMjQ1OC4xNTkzMDU5Njgz
  8. I'd love to see a mod where heroes are replaced by these types of support units.
  9. At the "scale" of the game it's best to depict institutions rather than granular details like the relative strength of the average man and woman. So, the roles of the lower, middle, and upper classes might be ripe for depiction, while family dynamics could be best reserved for an RPG game or something similar (unless worked into the game in a very broad sense). Dunno, I haven't quite pinned down the working theory yet.
  10. While all of that may be true, I personally don't see the need to depict sexual dimorphism in an RTS game. We're not building an anthropology simulator after all.
  11. I think regeneration of resources would work well for groves/forests. Just have it by default, no need for a tech (you don't own trees, they're Gaia). About ambushing, yeah, I think it could be a bonus for some civs to be able to "garrison" units or battalions into groves and then they woukd attack any enemies battalions that march through, with a temporary "surprise" bonus.
  12. Perhaps a new kind of aura or range type: "edge distance." "Radius" to me implies a center point. I noticed the incongruity playing DE and I saw the "Underbrush" aura affecting units outside the radii of the Forest Groves. The aura is intended to only affect units passing within the Grove. With the current aura range issue, it would seem I have to set the radius of the aura range to 0 so that it matches the edge of the footprint? Again, the definition of radius causes confusion of its actual effect.
  13. ERROR: JavaScript error: simulation/components/Fogging.js line 113 cmpMirageVisualActor.RecomputeActorName is not a function Fogging.prototype.LoadMirage@simulation/components/Fogging.js:113:2 Fogging.prototype.OnVisibilityChanged@simulation/components/Fogging.js:228:3
  14. I believe the latest range changes have possibly messed up aura ranges. Ranged Auras "radius" now extend from edges instead of from the center as a radius should.
  15. Yeah, they are properly monstrous now, but not grotesquely so. Driver leg position may need to be adjusted a little bit, or their driver prop point moved upward a touch.
  16. For stupid people like me, can you list some pros and cons to these improvements?
  17. It's an Alpha. I know I'm in a Stark minority here, but shouldn't detailed balancing wait for Beta releases when the game is deemed feature complete? Or does alpha and beta or any of that mean nothing to the development of 0 a.d. hmm
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