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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Awesome! Are you working on rain effects too? Those raindrops seem to be falling correctly, not like they do now.
  2. True, but I thought it was a nice parallel at first and helped people understand which vanilla release was compatible. And what if there are 22 more alpha releases? lmao, I'd have to skip 0.0.23! But yeah, maybe I'll start the numbering over again at 0.0.02 or something.
  3. It still needs redesigned, I was just wrong about the scale being too big. If anything, some of the other barracks are now too small compared to the archery ranges and stables. The Roman roof colors are fine.
  4. It's just a grate or door, not a portcullis. *shrug* Surely they had access to the "Iron Bars" technology. Unless you had an aesthetic problem with it?
  5. No one ever trusts me. It's why I'm not a joiner. lol One need only a small amount of imagination to imagine some changes made to the FOW renderer to render the mountain in the black map prior to being discovered (could be an actor tag), so that it just doesn't pop into existence. We could use such a tag for certain large objects (such as Wonders). Something like this could be the basis for an "Open Pit" stone quarry. https://sketchfab.com/models/9fe7d680d62e470b8810524f712f9cb5
  6. I misspoke. When comparing the Roman barracks to the Roman archery range and stable, it's a pretty good size.
  7. Sure they can be. They can be given an obstruction (and be unselectable) in-game. I could see even backing a shaft mine up to them that players can build a storehouse on a slot to capture and gather metal.
  8. I was saying to the artists they could model some mountains. It has been mentioned before so they know what I mean.
  9. That would be hard to integrate into one diplomacy screen with tribute and other info/features. What about as a tab or pop-up window accessed from the diplomacy screen?
  10. Yeah, I just looked at it and besides all the broken models and actors, a lot of the work isn't up to your current standards. Some stuff like a couple of the terrains, the barrels, the ferns, the carts, and the barriers are all good. Other stuff notsomuch. You're much better now.
  11. Outhouse should be a buildable structure. @Sundiata we need some research. @Lion.Kanzen we need references.
  12. Why are they in a mod and not in the game? Yes definitely. A very important plant for the Egyptian maps.
  13. Scythians Thracians Mountains Trees (we have maybe 1 good looking palm and maybe 2 good looking deciduous trees) Terrain textures Plants and Foliage Animals Treasures Mines and stones Iberian and Indian and Carthaginian units could all use some love Wonders (cool stuff for my mod, like cult statues and shipyards)
  14. Why do we have to have smoke coming out of every house? I'm still confused on this point. A random dude on the internet says he wants every building to have smoke coming out of it? Why? The blacksmith has smoke coming out of it because it has a visible fire and for recognizability. I agree that villages, towns, and cities were likely very smokey places, but they also had animals everywhere and raw sewage in the streets and people walking to and fro and actual roads ( ) and stuff. Why add smoke particles that affect graphics performance? Let's add poop particles too. I'm being mildly facetious. But still, maybe analyze this a little bit first. I can think of a hundred different (and more interesting) things you guys can use your awesome talents on than this.
  15. I am not sure why you think WFG would have to moderate user chat for anything except bullying. Can you clarify that point? The chief benefit I see for most players is this: A central host for less lag and a more stable connection. No need for host migration or any of that. P2P is bad bad bad for stability and lag. A central server could help a lot in this regard. Unless I am not understanding things correctly, which is possible of course. I'd say as long as the mod has been verified and hosted on the mod.io site, then it should be okay to install on the server too after some more thorough checks of the simulation files?
  16. I've always wanted 0 A.D. to have a dedicated server to host games.The benefits seem overwhelming to me. To see a WFG programmer say the same is definitely gratifying, even though I realize the rewrite would be immense. I have no doubt WFG could "afford" such a server. It's all about the time and effort it takes to do it.
  17. 2nd error is something that won't occur with the rebundle. I will remove the Xion and Scyth assets completely. But they will be in the Git repository. Please ignore all Xion or Scyth errors while playing the git version. The 1st error about the Roman scorpion is the one that I can't reproduce.
  18. Gathering a team means more people to complain about things and second guess (and third guess) every gameplay decision. And then people end up hating you and then you burn out hard after @#$%king up a fundraiser. Perhaps I am being oddly specific.
  19. The 2nd one won't happen with the rebundle. The first one with the bolt shooter I cannot recreate. Can you sync git and see if it still happens?
  20. Yes, hard counters ensure every unit is useful. Yeah, uh, some elite archers in EA have something like a 0.6 second firing rate. Whaaaaaaat? Not every archer in antiquity was Lars Whatshisname or Legolas. The whole diplo screen needs redesigned. I can design something nice, but I have no skills to implement it. Absolutely. Let's do this. Do you know any programmers? lol Yeah, I was watching a Battle for Middle Earth 2 campaign walkthrough the other day and I miss those cool battalions. Was playing Rome 2:Total War last night and missed the battalions. I proposed to allow certain civs, such as the Celtic and Iberian civs, the ability to allow their battalions to "garrison" into forest groves for an ambush effect. 1 or 2 battalions per grove. Forest Groves, such as those in DE, solve many issues and open up the possibility for interesting gameplay additions.
  21. Night/Day cycles never really made sense, since game time actually represents years and years of settlement growth. So, then the day/night cycle would rotate every 2 seconds. But it is a game after all, so concessions can be made in the name of coolness. Season changes make way more sense, and with them can come different lighting conditions definitely (and flooding on Nile and Tropic maps would be cool). But again, as you mention, it takes a programmer to come along who's interested in implementing that kind of stuff. I'm about to make a thread regarding my sound effect ideas, but I know, again, that it needs an inspired programmer to make it happen. Crazier things have happened.
  22. Adding hatches and doors everywhere is not really necessary but sure knock yourselves out. The biggest and probably most pertinent thing mentioned though is the design of the Roman barracks. It's a lot bigger than other barracks for some reason and retains the old pre alpha layout. I like the back 2 story section but the front half could use redesigned. The Greek CC tiles could use filled in a bit and leave a few missing ones along the edge.
  23. I made them require Town Phase. So, it's still good to capture the merc camps in Village Phase (there's a pop bonus for each merc camp, and it's probably good to keep your opponent from capturing them too), but you can't train the mercs until Town.
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