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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Imho attack should be the default and capture be secondary, but I ignored it disagreed with many times in this subject.
  2. This was neat, but what wasn't clear was what the affects were for each of the "status effects." "1 poison" what does that do? lol They also shouldn't be called "status effects" in the game world. That's too on the nose.
  3. Then let's see them in action. Perhaps make a small mod we can try out.
  4. Shouldn't it be possible to right-click and get info popup for grayed items (items which are not yet available)? EDiT: For red items too, for that matter.
  5. Someone should make a quick n dirty little Command & Conquer mod to showcase this. In fact, it would be useful to eventually release a bunch of little official mods showcasing these types of features.
  6. Create more cliffs of the @LordGood type.
  7. I think it should definitely be fixed though. I think there should be a set of "basement" actors, for lack of a better term ("foundation" is a term already used elsewhere, sadly) of various sizes for each building set that structures can use for this purpose.
  8. In AOM, the terrain change did not change the pathing grid. That is set at the beginning of the match upon load and does not change.
  9. That percentage has been largely arbitrary for years. Honestly.
  10. I think the game should have a Deathmatch mode. I'm just not sure if it should be reminiscent of the Age series Deathmatch or something "unique." I honestly think it should be mostly based on the Age series model with a couple unique flairs. So, I think once you choose Deathmatch you should then be able to choose which Phase everyone starts at. The most popular would probably be "Post-City Phase" with everything auto-researched already. The only difference would be that any paired techs would not be auto-researched yet, the player having to choose which one they want. Since it's Deathmatch, they cost no resources or research time, the player just has to choose. And then resources-wise every player starts out with 40000 of every resource. The name of the game is building up and expanding as fast as possible while pumping out tons of troops for massive battles early on.
  11. Yeah I'd take the current one and just add some stuff around it to pad out the footprint.
  12. Great, but how to use the feature? I suspect the engine code has a lot of features no one knows how to use.
  13. It's so goofy you guys getting so granular as to change a stat from 6.7 to 6.8.
  14. What happens is the building almost always snap rotates 180 degrees.
  15. The buildings rotate to a backward angle when snapping instead of maintaining their default angle.
  16. I used the purest of the color codes for each. So, the bluest blue and the reddest red and the yellowest yellow, etc. 255 0 0 0 255 0 0 0 255 etc.
  17. That left panel thing has been an issue for a long time now. I have to manually resize it every time.
  18. This is what happens. I get good ideas and then years later a commercial game implements them.
  19. Odd that the error code doesn't make mention of the offending texture file....
  20. Human emotions are difficult to process for some people.
  21. If there were ever to be separate civs, then there would need to be separate reference threads for each civ so that they don't get mixed together and the discussion can be focused.
  22. For walls I think a different solution would be best. We should be able to set multiple objects (wall towers for instance) as end points in the wallset template. Right now you can only designate 1 (as far as I know, I experimented with this unsuccessfully many moons ago). So for instance you should be able to set a stone wall tower as a possible endpoint in the palisade wallset xml file (while you wouldn't do vice versa). I use "endpoint" as the word because I don't have access to the game code at the moment for the proper term.
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