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Everything posted by wowgetoffyourcellphone
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For the Athenians civ: Acharnae Aphidnae Athens (of course) Cephisia Cytherus Decelea Delos Eleusis Laurium Marathon Phaeleron Piraeus Plataea Rhamnous
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Notre Dame cathedral loss
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
I fear the restoration will turn into a boondoggle. So many corporations and rich people pledging donations, who will coordinate these funds? -
Likely InterestingLog would output exactly what is in that screenshot
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Notre Dame cathedral loss
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in Introductions & Off-Topic Discussion
Sounds like less of a miracle to me and more like the fire marshals being smart and professional at what they do. -
On the contrary, it makes the game feel complete and polished. Keep trucking on, my wayward son.
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"Grid subdiv" is also a useful terrain for figuring out sizes.
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Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
think of it as an innovation or evolution of Age of Empires. That's what 0 A.D. represents at the end of the day. -
Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Mines (Stone and Metal)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
Regarding "hills" needed, we can use hills, cliffs, mountains, or simply pits in the terrain -- small depressions in the terrain grid simulating an open quarry. Different maps can use different methods. Doesn't require every map to have lots of hills everywhere. -
Lighthouse bonus/effect
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I did this in DE. The current bonus is just unacceptable. -
There is something wrong with the gameplay
wowgetoffyourcellphone replied to Diptangshu's topic in Gameplay Discussion
I have discussed many times the need for shuttle speed (the walk speed as units shuttle resources back and forth) so all infantry can be equally useful economically. However, DE bypasses this consideration completely by having classic Villager units instead. -
13th Century Europe Mod - In Development
wowgetoffyourcellphone replied to Bigtiger's topic in Game Modification
Some more cliff types and some mountain tops and we got a stew going baby. -
===[COMMITTED]=== Celtic Shields
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
I like the updater idea. It would mostly make this discussion moot. Lol. Back on topic, just commit already. Lol -
I have it on good authority (I have ESP) that the current effect of the Lighthouse bonus is not what was intended. I think it should lift black map, but retain fog of war over all of the water. The current effect is kind of awkwardly OP.
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This is a totally separate topic, but Battle for Middle Earth II had some interesting things for their Gondor walls, which I think would be good to have for 0 A.D. Namely, there were "sally ports" which were small doors that allowed only allied units through one soldier at a time, while "gates" had greater "bandwidth" and allowed everything and anything through (provided an allied unit initiated the gates to open; the current 0 A.D. gate behavior). I liked this. Also, one could upgrade individual wall sections to arrow towers or catapult towers. I'd really like this for 0 A.D. It would add dimension to siege warfare.
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An anomaly on the Doum Palm (I believe) Also, I hope you don't mind me saying the Medit Fan Palms seem to have like 20% too many fans, but that's just me.
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===[COMMITTED]=== Celtic Shields
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
I wonder if this could be a final step before 1.0 release. Call it an optimization pass. For now, it seems better to leave everything in separate files. The current DL size of 0 A.D. is not onerous at all. -
===[COMMITTED]=== Celtic Shields
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Indeed, the max texture size in originally-released Age of Mythology was 256x256 for EVERYTHING. Terrain textures? 256. "Cinematic" textures? 256. Extended Edition might have increased the maximum size, but back in 2003? Yeah, 256. lol -
===[COMMITTED]=== Celtic Shields
wowgetoffyourcellphone replied to Alexandermb's topic in Completed Art Tasks
Just loading times, right? Once they're loaded into memory there's no problem for modern rigs? -
===[TASK]=== African minifaction buildings
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Official tasks
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It would be neat to unlock Thureophoroi and Phalangites for the Spartans with a Hellenistic Reforms tech, which is what I partly do in DE. But a part of me just wants to keep them Classically-centered. What to do.... what to do...
