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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves are your primary source of wood. Now, also in DE you can build Storehouses and Farmsteads outside your territory. This creates a soft concept of "weak countryside; strong city", where a lot of raiding happens outside of the home territories of the players. But instead of suggesting EA adopt DE's features, I've come up with something specifically unique that the core game could adopt. It takes the DE concepts and pushes them forward a bit. So, imagine the map has these Forests and Farmland areas. Forests would be a collection of large wood-bearing objects similar to DE's groves with a Gaia Lumber Camp nearby, while Farmlands would be large open areas of furrowed land terrain with a Gaia Farmstead nearby or centralized to it. The basic game still doesn't let you build Storehouses or Farmsteads (I would rename the player-built object to Granary to distinguish) outside your territory, but it does let you capture these Lumber Camps and Farmsteads which are outside your territory. (the overall concept is similar to the capturing Stone Quarries and Metal Mines idea, which are resource bearing objects outside your home territory). So, instead of the old "slotting" concept, you just capture these Lumber Camps and Farmsteads which are already there. Forests become "renewable" sources of wood (it regenerates wood over time if not reduced to 0), but slower to gather than individual straggler trees (which don't renew) that you find inside your home territory. You can still build farms in your home territory, but those on the Farmlands are much more productive. 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 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).
  2. I feel like if making the images slightly larger solves the problem then the (very) minor inefficiency is warranted. The underlying problem remains though as sometimes I see dark lines through the minimap, but that is a different topic than icon sizes. Let's please get D2875 implemented.
  3. Good catch, I think they all should use the newer shield.
  4. Can a replay "reorder" the mods for that one replay, or do we not want replays to have that ability (it could be exploited or something)?
  5. Given that the game is not a simulation, whatever looks good is best. The projectiles need to be visible and their trajectory easy to see. So yeah.
  6. That was the "original" Celtic wall in the game. I would have had an armor bonus against rams. But there wasn't (and still isn't) a way in the engine to make the earthen ramp walkable.
  7. Whether or not there are other gameplay exploits does not make auto-train any less of a cheat if only one player has it and the other does not. That's just a logical fact. We can address all the other exploits and cheats, but this discussion was about auto-train. I'm not saying the game shouldn't have it. I wouldn't mind it as a standard feature in match setup (I wouldn't use it, but it's a popular enough feature, and "high level" players can always turn it off). But again, that's if it was a standard feature available to all, not just those who happen to download a mod.
  8. Yes, the mod essentially mods every entity in the game and many of the actors. Furthermore, it adds tons of textures and models to load.
  9. Quite frankly, WFG needs to address this. I had no notion that the auto mod would have made it possible to use auto train 8n multi-player
  10. Yes, someone did increase the base game's gravity to 39.81 for most ranged units. Slingers a little less, which I agree with too. So, arrows will definitely look a lot better for A24 @Thorfinn the Shallow Minded. I've done the same for DE as well. The arching projectiles are a ton easier to see than before.
  11. This is all true, but "meters" as far as the code goes is just an arbitrary unit of measurement, really. The programmer have called them "cubits" or "yards" or "rods" or anything really.
  12. I think they are talking about in relation to the structures and trees.
  13. EA's archer arrow speed is 75.0, in DE the archer arrow speed is 50.0.
  14. I love the way walls are placed. Another thing I've noticed about a lot of RTS games, that 0 A.D. may be getting wrong, is that maps in other games are largely open space, allowing a lot of space for the player to build without the frustration of random trees or rocks blocking the way. Now, in Delenda Est I fixed this by allowing trees to be built over (the tree is removed). It just needs the tree to turn red when the building preview is waved over it and it would be feature complete. Also, maps in other games tend to have maybe 3 or 4 main terrain textures for that map and that's it. 0 A.D. currently may use way too many terrains per map. It's something I'm trying to fix with the new biomes, reduce the number of terrains, make them super textures so they can take up more of the terrain grid with less repeating pattern.
  15. DE reduces projectile speed considerably over the base game's projectile speed. Maybe check that out and see if it looks better to you.
  16. Yibambe is an actual phrase in South Africa meaning "Hold fast" or "Stand Your Ground."
  17. True, the villain had some points. All the best villains do.
  18. @Thorfinn the Shallow Minded I agree completely. The projectiles are very hard to see. @Stan` @Freagarach @Angen Is <Gravity>9.81</Gravity> where the visual "arc" of the projectile comes from? I know there's a relationship with the arc and projectile speed as well.
  19. Animals for India/Central-South Asia Gaur https://www.wikiwand.com/en/Gaur Can use cattle animations and skeleton Gharial https://www.wikiwand.com/en/Gharial Can use crocodile rig and animations Bactrian Camel for Eastern maps https://www.wikiwand.com/en/Bactrian_camel Can use Arabian Camel rig and animations
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