Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.228
  • Joined

  • Last visited

  • Days Won

    492

Everything posted by wowgetoffyourcellphone

  1. A couple looping ambient files for rain and thunderstorm would be nice. Also, sounds for ambient emitters are greatly desired. I had a very interesting idea regarding ambient wind and music, both being somewhat positional, but I'm not sure that this is the thread for that unless you'd like to hear about it.
  2. "Slottable" is a real word, to my surprise. So, why not.
  3. I figured "slotting" would be generic enough. "Settlement" is too specific.
  4. Also fixed this. Those were legacy things from past gameplay experiments.
  5. Forgot the Catapult changes suggested by some. Tonight, I increased the range of the catapults to 80 meters, while making them stronger against buildings at 100 Crush damage (removed the Hack damage, which further reduces their effectiveness vs. units, whose Crush armor I previously increased). Pushed those changes to Git. For a24 I'll make the Flaming Munitions tech swap the catapult rock actor to a flaming rock actor for all catapult using civs. Currently, most have a flaming rock by default.
  6. Scythians and Xiongnu will be taken out for 23b.
  7. The game is about conquest, which is about as brutal as humans get. I don't see how the lack of blood would gloss over that fact. The animals thing, too, baffles me. How will children learn where their food comes from, unless you're one of those adults who impose a vegetarian diet onto children? In fact, I was recently thinking about a way to show guts and entrails from animals while they're being slaughtered ( @stanislas69, a prop can show up on the ground). The "milking" thing is a quasi-planned feature, where you can garrison animals into the corral and gain a trickle of free food. But, regarding blood, I think it would be good to have a no-blood toggle option simply for the fact that it is not a rarely-requested feature. It's kind of a low-priority thing, but still floats around out there in the ether.
  8. Right, just imagine a Starcraft mod or something using that kind of feature for Vespene Gas mines. Hell, I'd love to add something like that to DE, where you claim Stone Quarries and Metal Mine Shafts by building a Storehouse on a slot.
  9. It would have to be pre-alpha, I think, since the Alphas started with @Ykkrosh's new simulation rewrite that got rid of a lot of older features, like running and charging and slotting CCs onto settlements (I'm not sure if this ever really worked right). But yeah, slotting would be a very useful feature indeed if it could be used to "claim" salt mines and stuff like that by building a Storehouse onto a slot.
  10. Might make it less heavy if it was the animals which had the specialized aura instead (fewer auras).
  11. I hate these generic lame map names, btw. ugh
  12. When I mean capturing animals, I mean the simple way in AOK, where if one of your units came within a minimum range of the animal, it would switch to your side (with a short "cowbell" sound effect, one strike). Converting units with Priests and such, ("Wololo") is much different. I think the problem lies in terminology.
  13. One ERROR I have not been able to track down is this one, which occurs when a siege weapon is finished packing, possibly when in the process of being captured. ERROR: Script message handler OnCapturePointsChanged failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnGlobalValueModification failed ERROR: JavaScript error: simulation/components/Pack.js line 101 TypeError: cmpPlayer is null Pack.prototype.GetPackTime@simulation/components/Pack.js:101:9 Pack.prototype.GetProgress@simulation/components/Pack.js:111:37 StatusBars.prototype.AddPackBar@simulation/components/StatusBars.js:169:58 StatusBars.prototype.RegenerateSprites@simulation/components/StatusBars.js:123:14 StatusBars.prototype.OnCapturePointsChanged@simulation/components/StatusBars.js:95:3 Capturable.prototype.OnValueModification@simulation/components/Capturable.js:260:1 AuraManager.prototype.RemoveBonus@simulation/components/AuraManager.js:168:1 Auras.prototype.RemoveBonus@simulation/components/Auras.js:436:1 Auras.prototype.RegisterGlobalOwnershipChanged@simulation/components/Auras.js:326:1 AuraManager.prototype.OnGlobalOwnershipChanged@simulation/components/AuraManager.js:271:4 ERROR: Script message handler OnGlobalOwnershipChanged failed
  14. Can't currently garrison animals. I forget which component controls that, but it's "hard coded" in the sense that I can't change it in the templates, have to change it in a js file. Also, part of my Corral/Herding idea is that animals need to be capturable, AOE-style, currently not implemented. In other words, Animals are "relics", which you find usually by scouting. Instead of a relic from Age of Kings where you garrison it into a monastery to get a free trickle of "gold", you'd garrison your newly captured herdable animal into a corral to get a free trickle of food. I appreciate the offer. As far as making those "fancy" aura textures workable, it might be better to do that in the aura code or something, by extending the "rangeOverlay" component to allow for other types of overlays besides simple lines.
  15. Anyone interested in the Alpha 23 rebundle please try the release candidate here, which fixes and adds a bunch of stuff: https://github.com/JustusAvramenko/delenda_est ^Just download the zip and unzip the folder to the mods folder. (The actual release will remove the temp and art_files folders and any .psd and .git files.) What was changed over the first release: Farm Fields are now Restricted from being built around Civic Centers. Mercenaries are now about 10%~20% more expensive in metal cost. All civs now have Slaves, until they're more culturally differentiated for A24. Elephants cost +1 pop and +5s train time. Most soldiers now have greater Crush armor. You can train up to 5 Scout Cavalry in Phase 1 now, instead of only 2. You can't build a Corral now without first building a Farmstead, which only unlocks 2 corrals per Farmstead. I really wish we could make my Corral trickle/sheep herding idea work, but alas. Wooden Towers now have greater attack range than before. Stone Towers now have greater attack range, greater territory influence, and greater vision range than before. Gauls get the cavalry rank upgrade techs now, at their Stable. Han Government Center now has 3000 health instead of the incorrect 6000. Outposts have more health. For greater consistency, all infantry (melee and ranged) have 40 vision range; all cavalry (melee and ranged) now have 50 vision range. Bolt Shooters +7s build time, +20 wood cost, and +1 pop. Catapults trained from the Siege Workshop +5s train time. Druidic Conclave tech no longer makes Celtic Druids more expensive. Civilian Citizens can now be tasked to attack enemy soldiers and buildings. Spartan Woman now has the same gathering rates as Citizens from other civs. Also, fixed her tooltip. Fixed some hero units so that they can actually be seen. Removed the Roman "Onager" unit which really was just a test object anyway, and was throwing ERRORS. All Delenda Est maps can now be found with the "New" map sort in match setup. Previously, this was inconsistent. New Celtic female textures by @wackyserious. Randomized Celtic male citizen textures. Some cavalry use the right meat gathering animations which didn't before. Tweaked/fixed idle villager button to work better at selecting idle Citizens. A bunch of unit actor fixes, which previously threw ERRORS or were visually messed up. Examples: Spartan Helot Slingers, Principate Roman Auxiliary Cavalry, Scorpio Operator, Oxybeles Operators, cavalry spears being backward, Hoplites standing around after dying, etc. Fixed some buildings, for example the Principate Roman Watchtower missing its model. Removed the "fancy" aura graphics from Temples and other buildings for now, because using the <Footprint> element to do this caused ungarrisoning and hitbox problems which annoyed a lot of people, but didn't necessarily annoy me previously. Fixed cavalry attack_slaughter ERRORS. Some Han Chinese texture, model, animation, prop fixes and additions from Terra Magna. Catapults, the siege engines buildable in the field, are now packable. Mercenary training now requires Town Phase.
  16. Right, but you can easily just remove those items.
  17. With the "capturing" mechanic implemented, it would be just as interesting to simply place unclaimed CCs around the map to capture. See: Miletus Peninsula skirmish in DE.
  18. I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated.
  19. These are the colors for the Celt female head's hair: <group> <variant frequency="1" name="color-blonde"> <color>232 205 123</color> </variant> <variant frequency="1" name="color-red"> <color>224 120 16</color> </variant> <variant frequency="3" name="color-brown"> <color>120 114 35</color> </variant> </group> I definitely see the 3 above colors in the screenshot.
  20. Sundiata sees "green", you see "grey," I see light brown.
×
×
  • Create New...