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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units have (if you see it dropping precipitously, you might have an indication that there's an attack elsewhere killing your people and might want to go back to Strategic View to deal with it) Lower right: A panel combines the Unit Viewer information and the health bar of the hero. W: Move Forward A: Strafe Left S: Backup D: Strafe Right Q: Turn Left E: Turn Right Z: Toggle Weapons - Whichever weapons are available to this hero X: Army Command - Follow; affects nearby soldiers, causes them to follow and guard the player's hero C: Army Command - Charge; affects nearby soldiers; causes them to charge ahead of the hero by 50 meters in an Attack-Move
  2. Potential redesign for Seleucus on his elephant?
  3. Valid. Indeed, I think I will choose one of these fine gentlesirs instead of Darius III the Cowardly.
  4. I will add Darius III as a 4th hero. Any ideas for him?
  5. I actually wonder why a player should be able to see this kind of information about their enemies.
  6. Okay, I'll bite. So, you click on an enemy Spearman and see that his attack is now +1. What will you do differently that you wouldn't before this knowledge? Invest in more armor? But you'd want to do that anyway.
  7. I've never needed to see a bunch of number stats in the HUD, so I don't like it (I am a stark minority apparently). And I don't like moving the command buttons into the production panel. You can add a Ui like this to the game because a lot of people will like it for some reason, but I'll do my best to mod DE and get the current UI back, as DE focuses on unit roles instead of stats.
  8. This is how I noticed it. DE has Market Stalls that have to be built within 30 meters of a Market. I was playtesting something and noticed that all of a sudden the Market Stalls had to be built much closer than before. Could you consider changing that back to edge-edge (A24)? Build Restrictions made sense to me being edge to edge, while auras could be a toss up (too many edge cases, perhaps auras could have a line of code in the aura json where you can choose edge or center emanation; A25, lol).
  9. I think BuildRestrictions/Distance/MaxDistance and MinDistance should be edge-detected.
  10. So, what uses edge distance and what uses center distance? Auras and UnitAI uses center distance detection, while BuildingAI uses edge distance for defensive arrow range?
  11. You generally don't capture Gaia units with a selection band, so you don't need to differentiate them in the multi-selection. My point was to insinuate water without having the water plane in the portrait.
  12. I was thinking they could use their own look. Something like this:
  13. Seems like at some point ranges have been changed back to center distance from edge distance?
  14. I believe there is also an issue snapping to objects with a complex obstruction (wall gates in EA, Triumphal Arch in DE).
  15. Dunno. You need a 2nd layer for the drop shadow probs.
  16. If this is a CC-BY-SA source image (better yet, CC0!) then we can definitely use it.
  17. We could use this background and style for all water units, including animals and ships. unit_portrait.psd unit_portrait_water.psd Tweaky (drop shadow):
  18. The name Ardennes Forest seems it might be a more recent moniker, once the deforestation started to break up the Hercynian. Well, yeah, that's my point. It was all just 1 forest in ancient times, called Hercynian Forest.
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