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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Should "pyrogenesis" file in system.zip be the exe or pdb or? It currently has no file type.
  2. Lovely progress. Aesthetics Hint: Try to avoid flat plain, bare walls like the side of the barracks. Break it up a bit with some bevels, windows, buttresses or other architectural elements or props.
  3. Yeah, but hasn't the exe been autobuilt between now and last August?
  4. Groves? Yeah, I need them garrisonable for the battalions.
  5. Hi there. If you are a little savvy with modding or just navigating Windows, you can place (or replace) the attached file at this location: \mods\delenda_est_A23\gui\pregame\ You may have to unzip the archive to do this, as I haven't tested it any other way. Attached: mainmenu.xml
  6. Okay, but do you want the player to have to consider all of this? Sure, unit differentiation is good to keep things interesting, but is this kind of differentiation really all that interesting? I would say "no", and I would wager money that most players would say "no" too. I would say that the player shouldn't have to consider all of this in order to make a good economy. Besides, when units are working, even though they still have their "armor" textures for easier recognition, they're really supposed to be in their "work clothes" so to speak, not really wearing any armor (which is indicated by their helmets being removed as they gather and shuttle), making their amor-based walking speeds a moot point. That's another reason why I think we need a ShuttleSpeed element: The units are being "civilians" at this point, not wearing their armor, so why should their walk speed which is largely based on armor stats and combat balance also be their shuttle speed? These are two entirely separate "modes" for these units ("combat" vs. "resourcing").
  7. I will mod whichever version of the game gives me !#$%king battalions.
  8. Wasn't there a problem with scrollbars not working with widgets and options or somesuch. Probably not remembering right. It's the reason that we don't just have a scrolling game setup options panel instead of the weird sliding menus.
  9. If Fork A.D. doesn't do anything significantly different to the gameplay, then what would be the point? Real question to mr bushido.
  10. This in the TM repo already?
  11. The thing about open source is that you can't really stop others from using "your" code as long as they adhere to the original license. Both WFG and Fork AD can and will likely mix and match code and assets just like the mods have.
  12. Kind of an odd announcement. Nothing to show. Best wishes though.
  13. Right, I imagine the Scythians could look a lot like this: But with more Scythian decor/aesthetic: https://www.google.com/search?q=scythian+textiles
  14. I agree. I don't understand why everyone wants everything oversaturated and cartoony. Player color, I understand, but the base diffuse colors should be rather realistic.
  15. I confirm that my local SVN version of the mod does indeed enter the lobby correctly.
  16. I like your analysis, but this paragraph is key: This is the "real world" difference that's not accounted for in your analysis (to give you credit, you admit this). The different movement speeds for shuttling compound the economic impact shown in your data. Now, previously, some folks said, "Let's just give every soldier the same walking speed. That should solve it!" which I think is not a comprehensive solution, and the "combat balance" of the game, so much as it is, takes into account these walking speeds, so if you did that then the balance would be off again. No, I think the best, comprehensive solution is to have a ShuttleSpeed element for the unit templates. We can set all gatherers to the same ShuttleSpeed, something like 6.5 for the base game. Doing this then removes this problem. That's because Skiritai are basically Elite Citizen-Soldiers from the get go. They also have a high Walk Speed. Yeah, we shouldn't want that. So, let's all get on board with ShuttleSpeed! One of the byproducts of throwing out hard counters is now you have 3 ranged infantry units with no clearly defined roles (their stats are just slightly different and players just figure out which one has the best stats and spams those), so that now you have side issues like this economic question. Let's have ShuttleSpeed so the economic consideration is removed and players can choose units based on their combat prowess and strategy, and not be disincentivized by shuttling speed.
  17. I'd differentiate the background color from the main color pallette of the subject.
  18. This will be fixed when WFG debuts the Alpha 23 fix release.
  19. Very nice. You need AO maps for max awesomeness tho. @stanislas69
  20. Different units have different gather rates? About shuttle speed in the template, I would set it to the same for all units. The point would be that it is controllable in the template so that you can have a uniform shuttling speed for citizen-soldiers (probably the speed of your slowest walking infantryman) while maintaining that they can have differing regular "walk" speeds (fast moving slingers, slow pikemen, etc.). Since it's controlled in the templates, you could have techs or bonuses which modify this shuttling speed, but don't affect normal walking rates.
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