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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Right, the behavior of healers needs fixed. That might be in the UnitAI. @Gurken Khan, can you identify the behavior your wish to see for healers? For me, healers, when in a mixed selection, and that selection is tasked to attack something, the Healer should hang back and not close to min range with the target, because th healer does not (by standard) have an attack for the target. Currently, many times if the healer is a part of a mixed selection tasked to target an enemy entity, the healer will endanger itself by walking right up to the target.
  2. I think the nomadic civs should still get access to farm fields, but not access to the "Water Screw" tech which in Delenda Est reduces the build time and cost by half. Sure, focus them onto hunting and ranching, but don't completely remove the ability to farm. They certainly had the ability to do it, and especially made use of it from their vassals.
  3. Hmm, I always thought the main mast was set midships or a bit forward.
  4. Weird things like your soldiers deciding to chop trees in the middle of a battle due to an innocuous mouse click motivated me to dump the citizen-soldier thing.
  5. I give them credit for a unique art style, but it just looks like a bunch of placeholder artwork.
  6. The awkward part was the developer's response, "Dont you all have phones? *giggle*" Pretty tone deaf to your audience. They obviously already knew their fans weren't going to like the answer.
  7. Nice. For the "low poly" game version, perhaps have the front and back halves be props which break apart when sinking, as if the center of the ship has buckled.
  8. That's because in Public mod "unlimited" population is actually something like 10,000 and not truly unlimited. In DE, I simply remove that pretense.
  9. I am not sure, but definitely check out the fighter plane cheat unit's template for possible clues.
  10. DE will only work properly with skirmish maps. I am no good with random map scripting.
  11. For DE (and maybe 0 a.d. part 2) I think the current Roman CC is more appropriate for the Imperial ("Principate") Romans, while a new slightly more modest CC could be made for the Republican Romans.
  12. The current Roman CC is fine. But if you made the CCs upgrade in appearance for town and city phase, then the current CC would definitely be city phase.
  13. Best to just download the ones from the in-game browser. I think it tells you which release each one is compatible with. That or go to http://0ad.mod.io
  14. This is important as well as lack of someone to come along and create 2 distinct civ profiles (Celtiberi vs. Lusitanians).
  15. If we had battalions this would all probably be a moot discussion. Though I am sure battalions would have their own exploits we'd have to work on.
  16. Even in all of those references there is not much variation in the gear or fashion. The game already has representations of most of those unit textures. Though, like you said, they could definitely be updated for consistent quality! They could totally use more and new shield variants, textures and models.
  17. Pedantry. Purple was chosen for hero portraits to easily tell them apart from other classes of units. The ad hoc justification was that purple was seen as a royal or elite color due to its expense. Quibble about the historicity if you want to, but for gameplay purposes I think hero portraits should have some purple. The reasoning is sound. Also, let's not pick apart every portrait for eye color and pupil shape, unless the sources specifically mention it.
  18. I sympathize with the "manpower" aspect, but civs like the Han, Zaps, and Xions are already largely complete.
  19. Just have a check function in 5he code to ensure the mod's installed. If not, it could fail with a simple dialog or ask the player if they want to DL the mod from modio.
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