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Everything posted by wowgetoffyourcellphone
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Skirmish Map: Jungle Valley (2)
wowgetoffyourcellphone replied to Bigtiger's topic in Scenario Design/Map making
"Jungle" might indicate more vegetation than that. -
Civ: Eastern Romans/Early Byzantines
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Game Modification
Yeah, a middle-Hellenistic helmet. Pilos with, as you indicate, a bill in front and cheek pieces. -
For Mesoamerican civs, we need techs that are analogous to the ones in the core game and even some special techs. For instance, instead of "Iron Weapons" there would be "Obsidian Weapons." Instead of "Wheelbarrows" there would be "_______." Instead of generic "Javelin Thong" there would be "Atlatl." etc.
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Bamboo would be nice for Indian maps (and mods). Here's what bamboo looks like in Age of Empires III How they look in other 3D programs: And some natural examples:
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Outdated factions page on play0ad.com
wowgetoffyourcellphone replied to a topic in General Discussion
Probably best to put that info in the game's stats viewer or structure tree viewer. -
I know that, but why? EDIT: What I mean is, how would committing new art conflict with EU privacy regulations? I am stumped here.
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errr, wat
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Commit?
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DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Good comments. But I'm pretty sure defense towers are capped. Did the ai build 7 civic centers? AI not upgrading the defense towers is an issue with core game I think. AI doesn't upgrade blacksmith techs because the cost/research time choice to unlock blacksmith techs confuses it. -
DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Lol as I've said, the way DE is is because of engine limitations. I have no way of making a specific resource not tradable, barterable, or tributable. -
DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I'm not too keen with further screwing with the AI. Lol. Hopefully the next alpha will better support the extra military buildings. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
Yes we can make an Amazon thread too but let's limit this thread to Mexico and Central America. -
Game rewards turtling too much
wowgetoffyourcellphone replied to kditd's topic in Gameplay Discussion
Yes, this little detail is missing from the game. Also, fields should use the build_farm actor variant for a seeding animations instead of banging a hammer against the dirt. -
Game rewards turtling too much
wowgetoffyourcellphone replied to kditd's topic in Gameplay Discussion
I just would like to say that "the way it's done in Delenda Est" is only that way because of the engine's limitations (and my own limitations in not being able to code patches to make farming better; but even if I did have the chops to code a nice farming patch it could take years for "agreement" to add it to the base game, sigh; I mean, we're still talking about it even now). If I were to design a farming system from scratch it would be like "painting" the farms similar to the way terrain textures are painted in Atlas, with cost being deducted per tile painted. But if we were to keep "field" actors basically the way they are now, then like some have already suggested I would have areas of the map that give greater farming efficiency than others. And as you move the field's preview actor around you would see a percentage number change to tell you the efficiency of the farm if placed there. Around Civic Centers (and maybe other buildings besides Farmsteads and Corrals) you'd see something like 25%. Over grass and dirt it would be maybe 100%, over "farmland" terrain it would be 200%, over sand or rocky terrain 25%. The values open for debate. Different biomes could even have a global bonus or penalty for farms too, forcing different food strategies. These values could maybe be coded in the terrain XML files, or some other way of course, whatever is best. Also, field (and other building) foundations should delete individual trees (these trees would shade red when the field/building preview is hovered over them), but that's a different thing altogether (this works in DE, besides the red shading). -
Game rewards turtling too much
wowgetoffyourcellphone replied to kditd's topic in Gameplay Discussion
So, I'm gathering that those pesky mines can be placed further away rather easily. It's just that they might interact with the Iberian walls and Fortress maps. Doesn't seem too bad. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
Any domesticated animals? -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
Awesome. Can use the same texture already in TM. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
Need this shrub/tree/cactus thing in the bottom right. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
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Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
So, Oaxaca has a kind of mixed semi-arid highlands biome? Looks even slightly Mediterranean. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
The bamboo could use better geometry and look less "reedy" imo. The bamboo in Age of Empires III looks a lot better. I'll see if I can get some screenshot. -
Mesoamerican Fauna and Flora
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Rise of the East
I can imagine eventually they could be included, like many of the civs/factions being worked on in the various mods. The bamboos from TM need work though. -
Looking to make an "Oaxaca" skirmish map and realized we have no jaguars and parrots and other animals and plants indigenous to Central America. Perhaps a new mod can be made so that gameplay and faction mods like Terra Magna and Delenda Est, Millennium AD (if they include Mayans, Aztecs, et al.), can make it a dependency. I'll make a list and you can add to it or criticize it. Fauna Jaguar https://www.wikiwand.com/en/Jaguar Can have a black variant at 1 out of 20. https://www.wikiwand.com/en/Jaguar#/Colour_variation Coyote https://www.wikiwand.com/en/Coyote#/Range Turkey https://www.wikiwand.com/en/Turkey_(bird) Dometic, trainable at corral; capturable in the wild Xoloitzcuintli (aka Hairless Dog) https://www.wikiwand.com/en/Mexican_Hairless_Dog Paca https://www.wikiwand.com/en/Lowland_paca Armadillo https://www.wikiwand.com/en/Armadillo Macaw https://www.wikiwand.com/en/Macaw Tapir https://www.wikiwand.com/en/Baird's_tapir
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Game rewards turtling too much
wowgetoffyourcellphone replied to kditd's topic in Gameplay Discussion
Are these 2 mine placements redundant code in each and every script (140 files) or is it in the shared code (1 file)? -
Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Heard this in the film "Extinction" on Netflix.