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Everything posted by wowgetoffyourcellphone
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Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Can you make concepts for archery range and cavalry stable too? -
Spear + Pike Classes Combined?
wowgetoffyourcellphone replied to sphyrth's topic in General Discussion
It's mainly for techs and attack bonus that they have both. But it would be relatively simple to adjust -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
About farm cost, research Irrigation Techniques at the farmstead. -
Celts and ptolemaes, etc...
wowgetoffyourcellphone replied to Ornatkur's topic in Gameplay Discussion
History keeps marching on. -
===[TASK]=== Seleucid units textures
wowgetoffyourcellphone replied to Enrique's topic in Official tasks
The spear looks too centered for every unit that uses it, so probably a mesh reposition. -
===[TASK]=== Seleucid units textures
wowgetoffyourcellphone replied to Enrique's topic in Official tasks
Hmm, unrelated to textures, but I think that spear needs shifted forward a bit. Probably a simple reposition and re-export. -
Celts and ptolemaes, etc...
wowgetoffyourcellphone replied to Ornatkur's topic in Gameplay Discussion
Yep, an American embargo and attempted regime change comes with a cost! -
Since the graphics have been getting some nice upgrades lately due to the efforts of the art department, perhaps we can adjust the default zoom levels a bit for the base game. I am thinking: view.zoom.min = 30.0 ; Decreased from 50 to 30 for a closer min zoom to see the excellent artwork. view.zoom.max = 220.0 ; Increased from 200 to 220 for a farther max zoom. view.zoom.default = 120.0 ; Default camera zoom not affected We could make a ticket to add a couple presets to the game as well. Standard/Near/Far, so players can choose based on their gameplay style and their computer specs ("near" zoom values help with framerate, for instance).
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[Fixed] AI building tons of Stables
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Thanks! I don't know why I didn't catch that either. -
[Fixed] AI building tons of Stables
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
This one is perplexing me, since the Indentity and GenericName elements look just fine in the templates. Not sure what it's barking about. -
Extra units references
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Tutorials, references and art help
What?!?! If true, what a magnificent find. -
===[TASK]=== Greek Unit Texture (General Thread)
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
Both armor textures already in-game. Now, that gorgon greave is pretty awesome. Would be good for a hero, maybe Leonidas or Themistocles. -
==[REQUEST] == Seeding animation
wowgetoffyourcellphone replied to Silier's topic in Art Development
Yes. One of the major missing animations. -
See Delenda Est for new already fixing the shoulders. The texture there is fine. Already have a prop there.
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Civic Center Aura?
wowgetoffyourcellphone replied to Philip the Swaggerless's topic in Gameplay Discussion
I wouldn't mind giving the players 4 free (Sentry) towers at the start, like in AOM. You can then upgrade them individually to Defense Towers in Town Phase as is now. (Delenda Est does this already with 4 free wooden towers that can be upgraded to stone later). -
Civic Center Aura?
wowgetoffyourcellphone replied to Philip the Swaggerless's topic in Gameplay Discussion
I had the same notion once, and implemented in my mod. I found that by taking the dropsite functionality away from the CC, it caused confusion and frustration for me as a player. I am sure I'd get used to it eventually, but it felt like it would be a pretty big curve to overcome. I could experiment with it again and see if I'd change my mind. -
Because more and more I'm thinking that Empires Ascendant is like the tech demo for the engine, where the engine is the real star of the show. That's not to say that EA couldn't and shouldn't be made the best it can be, I'm just thinking there are others out there who will take the engine and do incredible things with it that we can only currently imagine, if the engine is feature rich enough. For instance, make an RPG or something, maybe with your cool new assets as a basis.
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I think I understand what you're getting at, and it does sound intriguing, but maybe you can give more examples of how it can be used. Right now, I'm thinking something like this: Using your example, "Armor" could be body armor and "Shield" is, well, the shield. So, using directional attacks, an arrow from the front is blocked by both the "Armor" and "Shield" resistance, while an arrow from the back would only be blocked by the "Armor" resistance. Is this close? Could even extend it to an arrow from the left gets blocked by 100% of the Armor and 75%of the Shield stats, while an arrow from the right is blocked by 50% of the shield and 100% of the armor resistance stats, making flanking even that much more dynamic. (historically, generals had to place their best troops on the right flank to counteract this and other phenomena. This stuff is pretty cool, but frankly only makes sense with battalions. I can't imagine having to worry about flanking and directional attacks while microing 100s of individual little soldiers on the screen. Makes more sense to include such a tactical feature with dozens of battalions instead. But having that functionality in the engine would make it that much better for potential mods, definitely.
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They're just mods, showcasing the power of the engine.
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Okay.