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Everything posted by wowgetoffyourcellphone
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We obviously need to remodel the sling stones to include this historical accuracy.
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Feature: Hero Upgrades
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
It's 100% working in the DE github version, but only for the Greek and Indian civs so far. It's not working 100% as I'd like yet. The other heroes get grayed out instead of removed from the production queue. Also, I wish the big cards you see there were generated by the UI code instead if being big pngs I have to make in Photoshop. But for now, it all works satisfying enough. -
Hero and champion for the Zapotecs in Terra Magna
wowgetoffyourcellphone replied to Lopess's topic in Rise of the East
The "Battle Priest" could be upgraded to hero status, and then we can add a "Warrior King" hero unit. -
So, I'm waiting for the Map Resize patch to be committed to Atlas, so I can make 4 and 6 player versions of a lot of the skirmish maps. And then I thought about how random map scripts work, how the player can customize the number of players and the map size etc. With that in mind I thought of a possible cool feature for Skirmish maps. What if in game setup when you choose a skirmish map there is another option to choose the number of players. How this works is, for instance if there's a Britannic Road skirmish map built for 2 players, I could make 4 and 6 player versions of skirmish map and the drop menu in game setup would show 2, 4, and 6 player options. If I make 3 and 5 player versions, the dropdown would only show 2,3, and 5 player options. There are a number of ways this could be achieved. One way is with map file names. Could have britannic_road_2, britannic_road_3, britannic_road_7, etc. and then the UI could parse that these are 2, 3, and 7 player options to list in the dropdown. That, or there could be a small XML file that lists the possible maps under the name "britannic_road" and the Ui just loads that small XML file for the dropdown. There are probably other ways of doing it too, just need to decide which option is easiest/makes most sense and gives the most flexibility.
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When looking at the after-match summary report? Yeah, it's because of the coin and glory, I think. I messes up the summary ui code. I can't fix it.
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Current Millennium A.D. known bugs/to do's
wowgetoffyourcellphone replied to Carltonus's topic in 1,000 A.D.
This is the right repository, correct? https://github.com/0ADMods/millenniumad Last commit is 11 months old? Is there a newer repostitory? -
Feature: Hero Upgrades
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Bindusara is a good option. Chanakya is a secondary hero, trainable from the palace or temple when you choose Chandragupta. Porus would be a great Atlas hero for scenarios or skirmish maps if someone @Alexandermb @wackyserious wanted to help me make him. I wouldn't mind having swapping unit rosters (Classical/Hellenistic) based on if you train Cleomenes or not, but I don't want to do it until there's a way to make items disappear out of the gui. For example, I don't want the barracks and blacksmith and fortress to have a bunch of grayed out Hellenistic stuff if you chose Leonidas. For now I created a happy medium. If we get that ability to remove items from the production queue ui, then I'm all for your idea. Consider it on the back burner until the UI code is extended. -
Total War saga news & videos
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
In TW games, why are columnar cypress trees so bloody tall? -
I think the Toona trees need redone.
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Feature: Hero Upgrades
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thoughts on Mauryan heroes??? -
Working on a possible new INDIA biome for Alpha 25. Biomes I think we should make: Aegean (Greece, Crete, Cyprus, Eastern Turkey) Hellas Acropolis Cycladic Archipelago Crete Aegean Sea Corinthian Isthmus Miletus Penninsula Peloponnesian War Very Large "real world" map closely approximating the lower half of Greece Players are restricted to Greek civs, Macedonians, and Persians Just for fun: The Troiad Similar to Jebel Barkal, a special "Trojan" civ defends against and attacks the players Alpine (Alps, Pyrenees, Dolomites) Cisalpine Gaul Pyrenees Pass Alpine Lakes Alpine Valleys Anatolian (based on Cappadocia and Armenia) Neareastern Badlands Balkan (Illyria, Croatia, Dacia, Thrace) Dacian Highlands Illyrian Coast Baltic (Northern Europe, Scandinavia) Polar Lights Arctic Summer Other "snowy" maps East Asian (China, Japan) Great Wall of China Chang Jiang - European (Gaul, Germany, Britain) Ardennes Forest Teutoburg Forest Gallic Fields Acquitania Belgian Bog Caledonian Meadows White Cliffs of Dover Hadrian's Wall Britannic Road Equatorial Gambia River Ngorongoro (hybrid with Nubian biome) Iberian (Spain, North Africa) Siege of Numantia The first player to capture and hold the Numantine civic center for X amount of minutes wins. The Numantine civic center is heavily fortified on a hill and defended by Gaia-player Iberian units. Cantabrian Highlands Atlas Valleys Numidia Indian (Punjab, Deccan) The Punjab Kerala Deccan Plateau Ganges Valley Kalinga Italian (Italy, Sicily) Latium ( a mix of Italian biome and Alpine biome to approximate the Dolomites Mountains) Sicilian Campaign Etruria (Tuscany) Magna Grecia Vesuvius Corsica and Sardinia Middle Eastern (Arabia, Syria, Phoenicia, Fertile Crescent) Arabian Oases Coele-Syria The Dead Sea Babylonia Palmyra Nabataea Canyons Mongolian (Gobi Desert, the Tarim Basin) Tarim Basin Gobi Desert Nubian (East Africa, Upper Egypt) Nubian Frontier Nuba Mountains The Island of Meroe Serengeti Watering Holes Jebel Barkal Trigger Map Ngorongoro (hybrid with Equatorial biome) Blue Nile Nomads Persia (Iran, Afghanistan, Hindu Kush) Median Oasis The Persian Gates Persepolis This map alternates between a "living" version of Persepolis or a ruined version of the city and its surrounding lands Bactriana Zagros Mountains Hyrcania (hybrid map) Caspian Sea (hybrid map; northern part is Steppe biome) Saharan (Sahara Desert, Egypt) Nile River Nile Cataracts Crocodilopolis Siwa Oasis Elephantine Garamantine Frontier Steppe (the Eurasian Steppe) Scythian Steppe River Oxus And then we should seriously curate the random maps to focus them to the game's theme. We don't have to get rid of a bunch of them, but we can move those out of theme maps to a separate menu.
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It's also not just about adding some good looking new terrain textures to vanilla, we have to get rid of the textures that are no longer acceptable. We will also have to redesign a lot of maps to use the new terrains, because a real revamp won't be a one for one replacement of the old terrains. New biomes will need to be designed and the maps adjusted to them. Lots of work. Doable in a year though and completely worth it. It'll make 0 ad look like a real AAA game.
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@Stan` and I have a gentleman's agreement to work together to revamp the game's terrains for Alpha 25.
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https://cc0textures.com/
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Latest stuff for DE. Trying some "alpine"/"arctic"/"winter" textures and maps. This one I may title: Cisalpine Winter (2 players) PLEASE COMMIT THE MAP RESIZING PATCH FOR ATLAS. THANK YOU. lol That way I can start making 2, 4, and 6 player versions of skirmish maps.
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I've wanted to change this one for a long time.
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Feature: Hero Upgrades
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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I am no good in Blender, lol
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