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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I believe this would be negated somewhat if template values were used for these things instead of "cleaner" auto-researched techs.
  2. I think if we went to a minimum resolution of 720p then you'd have 200+ more horizontal pixels to work with. Anyway, here are a couple simple ideas for GUI changes:
  3. <object size="50%-512 100%-200 50%-312 100%"> Very confusing. I think it means the object starts 512 pixels from center, then goes to 312 pixels from center (making it 200 pixels wide), then it goes 200 pixels up from the bottom? The percentages trip me up too.
  4. You think it would be a narrow valley no man's land in the middle with two open areas on the end? Players have to fight through the vale to get to the enemy's side.
  5. Seven Hills The 7 hills of Rome and the Tiber River before the city was founded. The Fields of Mars (Campus Martius) and the area of the Forum should be marshy. The Tiber should have an island in it.
  6. Just apply a default to all, then adjust those few by hand that need it.
  7. <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>3.0</Multiplier> </BonusCavMelee> </Bonuses>
  8. (emphasis mine) Neither of those 2 weird unit behaviors has anything to do with using Hack/Pierce/Crush instead of Melee/Ranged/Siege for attack terminology. It's just terminology. In my mod, spearmen don't have any Pierce attack and slingers don't have any Crush attack, so they don't have those bad behaviors. Nothing inherent to the current terminology says spearmen and slingers have to be that way, it's just a conscious choice. lol But to ram the point home, I definitely can support changing their names to Melee/Ranged/Siege, but then someone in WFG might say, "Spears are looong, lol, so we give them Ranged attack too, mkay, lulz."
  9. 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.
  10. 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.
  11. Hack/Melee, Pierce/Ranged, Crush/Siege attack types are plenty enough to balance most units. How many units will use "other" types of attacks?
  12. 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
  13. hack, pierce, crush already do this, it's just WFG stubbornly does not want to fix spearmen attack to align with this.
  14. 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.
  15. 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.
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