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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Having both options available wouldn't be bad. As mentioned, custom names could be useful for campaigns and whatnot, and there are a significant number of players that like this kind of roleplaying. I was the one originally which pushed for a UI option that gets rid of specific names, as I felt they cluttered up the UI a bit. Moving the specific names to the unit viewer would be ideal, but this is a different topic.
  2. Hmm, with the towers sticking up like you have it, it looks more like a fortress than @Enriques version. He probably used the towers on his to invoke architectural elements from elsewhere rather than to insinuate defensiveness. Also the texturing on the ramp looks a lot better on his (the red player color parts).
  3. The Gate of All Nations was slated to also include the monumental ramp and other stuff. As designed it was quite interesting:
  4. You've not seen the Ptol lighthouse in game? It's mostly good, would just need some tweaks for accuracy and scaled up a bit. Maybe some texture work too. Lol
  5. Look at it this way. 1 single unit has a texture of 256x256 plus multiple other textures: 256x256x3 for hoplite shields, plus a 128x128x3 for helmets etc. And this wonder will be something like 25 times the size of a unit, and will be un-animated and not rigged. Then I think 3 1024x1024 textures would be permitted. What say you @Stan`?
  6. Might have been fixed for alpha 24. I woukd suggest a solution (delete your cache) but someone else might have a better solution. @Angen @Stan` @wraitii @Ykkroshjk
  7. Well, the lumber camps and farmsteads you capture would take a little bigger footprint and be more eyecandyish and detailed. But yeah, I like DEs method but I was trying to find something slightly different for EA.
  8. It has a combo, storehouse and farmstead called the Granary.
  9. OIC, probably an AI error with the Nuba faction. They're a minifaction with not as many buildings as all the others.
  10. I suggest we use recently committed Hero Selection code to differentiate some civs. While non-branching civs use the code to choose hero, branching civs use it to choose a branch, each with 1 or 2 possible heroes. Iberians are the best example for branching for sure (Iberians, Celt-Iberians, Lusitanians). I would preferrrrr a separate civ entirely for the Lusitanians, but the code is now there for branching. There's a lot of ways to present this, and not every civ needs to do it the same way. For instance, in DE the Spartans branch slightly when you choose Cleomenes III as your hero. Choosing him removes hoplites and replaces them with phalangites and he unlocks walls. So, for Iberians if you choose Variathus it could swap in a different building set and a slightly different unit roster.
  11. The Carthaginians Liby-Phoenician Sailors and Colonizers. Mortal enemies of Rome. (Above: Hero selection for Carthage) Hamilcar Barca: The scion of the Barca family and conqueror of Spain Xanthippus of Sparta: Mercenary general who saved Carthage from itself Hannibal Barca: The famous son of Carthage who took the fight to Rome Maharbal, son of Himilco: The brash and valiant cavalry commander of Carthage The Citizens of Carthage: The rich and powerful political class of Carthage The Subject Peoples of Carthage: Conquered or Enslaved by the growing sphere of Carthage, they are forced to toil for Carthage and collect the resources vital to its trading empire
  12. 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).
  13. 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.
  14. Good catch, I think they all should use the newer shield.
  15. 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)?
  16. 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.
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