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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This is very important. Thank you for mentioning this. It's very important to emphasize how different the Ptolemaic age was from earlier Egyptian epochs. This was a time of rapid change for sure and it's good to emphasize this fact. Also perhaps mention though that this syncretism was probably largely focused on urban and cult centers, while rural areas were probably largely still practicing the old ways for decades, even centuries after the conquests of Alexander and Caesar. This dichotomy is seen throughout the world, actually. An example of this is the very long and winding adoption of Christianity throughout Europe, where various forms of paganism were still practiced in the countryside for over a thousand years after Europe had "officially" Christianized. Back to Ptolemies, the Serapis cult can be emphasized for its importance to the political and social order, but I think a strong mention of the Isis cult is warranted. You see Isis worship throughout the Mediterranean, while notsomuch for Serapis. Cleaopatra herself worshipped Isis and styled herself as Isis incarnate (at least it was written about her; possibly to "Orientalize" her to Roman citizens, but perhaps has a strong kernel of truth). A cursory mention of the rest of the Egyptian pantheon can help add flavor. Everyone loves flavor.
  2. You're right. Currently, most animations place the "impact" moment in the middle of the animation cycle. If we had an animator on board, we could make the "impact" moment of the animation within the first 20% of the animation and back load the last 80% of the animation with "preparing to strike." Alas, requires an animator and then some work to sync the animation times in the variant files, but this would greatly help the visual aspect by making impacts wave around into empty air less often. EDIT: Strike -> Impact. Also, you guys are already talking about this, but I thought to just add my tuppence.
  3. Right, but you can do things to make standing and fighting stronger. It's just a change that can be worked around.
  4. How so? It changes gameplay, but that doesn't mean it would be a bad change.
  5. I'd rather that a resigning player's units can convert to allies if they send soldiers into the area. So, like in AOE where your scout or other unit comes around an unclaimed sheep and converts automatically to the player. Similarly, we could make the resigning player's buildings easier to capture/convert for their remaining allies.
  6. Ideally, we need move-attack (not attack-move, a totally different thing). Essentially, units need the ability to attack while moving. Take melee cavalry for example, chasing down a fleeing enemy soldier. But until we have something like that, there needs to be ways to mitigate ugliness and not displaying strange things to the player. @real_tabasco_sauce is attempting to do that very thing.
  7. Any reason why something fundamental like this should be optional? It's like making ballistic projectile movement optional...
  8. Like, what were they thinking??? By comparison, the Immortal isn't too bad.
  9. Yeah, a lot of the Battle for Greece units are super terribly designed. There's no way I'd buy that DLC.
  10. This is fine for single player, but just too much complexity for competitive multiplayer.
  11. That Han catafalque bug @4:00 seems to be fixed in A27.
  12. Indeed, seems to be asking a Rome:Total War question
  13. It would be very easy to make campaign-only factions if ever needed, so there's no need to make a brand new system of sub-factions based solely on that fear. However, the idea of sub-factions and branching factions, etc., has been around for a long long time. Certainly since the inception of the game back in the early 2000s. The original game design had the Greeks sub-dividing similarly to how you propose, but only in a very limited and frankly limiting sense. That's why it was decided to split the Hellenes into Athenians, Spartans, and Macedonians. I'm glad that happened. Now, to the proposal itself, it's not bad. I've wanted an Age of Mythology-style choice Ui for quite some time. The only problem is what's next in P3? Choosing a political system might be a good idea. Democracy (or Demarchy as I believe its proponents would have called it), Monarchy, Oligarchy, what else? One thing I like about this proposal as opposed to other sub-faction proposals, is that it leaves the Spartans and Athenians intact. The hang up I have is its additional complexity (I like complexity, but the multiplayer crowd prefers simplicity) and the UI coding.
  14. Again, you assume a lot. The original designers had plenty of "vision." However, they limited the game design in order for it to be a feasible project. The generic Hellenes faction was eventually split from "Hellenes" to Athenians, Spartans, and Macedonians, since the original Hellenes lumped all "city-states" into one Poleis sub-faction and then the Macedonians as the other sub-faction. Essentially, it functioned much like the old Seleucid reforms techs used to, by simply unlocking a couple of different champions and heroes. This was very limiting and didn't allow the game to show the real differences between these historical civilizations, so the idea to split them up into their own full-fledged factions took root. I'm glad it went that way. Quite frankly, all three of those campaigns would be possible with only some minor adjustments with the current civs we have as-is. This concern alone isn't enough to add additional complexity. Triggers and custom assets for a campaign have always been understood as necessary and would be enough to tailor the civs to anything we need. The game is already supremely diverse and respectful of ancient cultures.
  15. Looks like a sweat lodge where they clam bake with cannabis. Probably not far off?
  16. Uhhh, this is not difficult to "grasp." Don't know what the implication here is.
  17. The problem with buildable roads is pathfinding.
  18. Right. I could see traps being implementable for 0 A.D., but draw them out into a line like drawing out a section of walls. You draw out a line of traps/ditches that either bog down/slow down or kill a percentage of enemy troops that cross it.
  19. AW:Sparta had more of an RPG feel than 0 A.D. does though, with a much lower pop cap, so small things like traps and units on boat decks, etc. were within the APM threshold.
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