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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. No offense to bigtiger. He has some awesome stuff in his mod. He's done some pretty cool things with decals, for instance, which should be merged with core game, and I like the dead trees and fallen trees, which should also be merged. But LordGood's trees are actually better. At least, from what I see so far! Oh, and BigTiger's bushes should be merged too. Very nice. I think LordGood's oaks there finally have the "layering" effect right, to cast some nice self-shadowing and give that fullness expected from a mature set of trees. It's one of the things I like about the "old" Carobs.
  2. Alpha VIII Haxamanis was the big jump in visual quality.
  3. Are you on git yet? It would help make it easier for contributors to keep up. (I'm at work, so I forget if the mod is on git yet or not)
  4. Looks cool man. A couple requests? Some of the uv mapping looks stretched. Also, the models were exported at a negative altitude. Can reset them to 0? (changing the altitude using the template causes the foundation to float, lol; better to just re-export the models) Also, at the top needs to be a hole to allow hot air to escape. It would be nice if they had custom textures, but that may be asking too much! lol. Thanks for your work so far. Adding these to the Persians gives additional cultural flair! Loving it!
  5. I don't see evidence they were used as granaries. Source? Wind catchers could be a nice upgrade. I want to keep these simple though. The mod is already quite complex.
  6. It's possible, but incredibly mundane. Don't like extra nice UI elements?
  7. I'd like to give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. They would get 1 as their special starting structure. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch.
  8. What if... what if... at the start of the match, similar to Hyrule Conquest, you choose a hero to lead your civ. That hero gives you different choices at each phase up.
  9. "Cisterns" seems more like it should be a technology rather than an actual buildable structure. (as always, see Persians in Delenda Est, lol) I'd looove it if we could give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. We should get rid of the weird "Tacara" object and give them something more unique like this. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. If special starting structures are implemented in core game, they can start with 1. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch. Either that, or someone could help me add them to Delenda Est instead.
  10. FYI for you -- that documentation is at this very moment in the process of being rewritten.
  11. Balancing isn't like submitting code on phabricator. Others have tried explaining it to you that this isn't some AAA or any other kind of commercial game development enterprise. When balancing an alpha game, nothing is "out of scope," especially when it is essentially one guy doing his best to make something good out of the gameplay. The team can choose to implement the whole mod, parts of it, or none at all. The team could choose to delegate the gameplay and balancing to him, someone else, a small team of balancers, or no one at all. None of this is "out of scope" as long as that's how the team wants it done. So, that argument is largely invalid. How can you say "this" or "that" doesn't belong in a game which is still in alpha? lol, come on.
  12. I've wanted this forever. I call it "shuttle speed." That way you can make pikemen and skirmishers shuttle their resources at the same speed and reduce the economic differences between them (Delenda Est gets rid of soldiers gathering resources because of this and many other issues, so is a moot point for my mod; important to implement for core game).
  13. No, I think cow wants a tech which adds a static +X health. I could see this being used as a power-up or health potion type thing.
  14. I don't know what it is. It just looks less "balanced" than the old one, like you took the old one, mirrored it, and made it worse somehow. lol. Sorry if I can't quite put my finger on it. While I still have an interest in architecture and an eye for aesthetics, I haven't taken Architectural theory in 17 years.
  15. Movement is really bugged, my dudes. Units facing wrong direction when chopping trees, etc. too.
  16. Actually, it was a problem with DE's UnitAI.js. It was missing the last 10 lines for some reason. I have noticed something though. Since the pathing changes, animal wandering looks glitchy. They just twitch around in place instead of wandering. They also won't move off of foundations (same with units). And if a unit is accidentally waypointed off the edge of the map, he won't continue on to his next waypoints. Edit #5: Chasing and attacking is severely bugged now too.
  17. https://trac.wildfiregames.com/changeset/22356
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