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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Make your final unit actor commits for this release and I'll make icons for them. Most of the Kushite portraits look to need updating. So, a new tower for smaller elephants. Snake crowns for the heroes. The new tack accoutrements for the cavalry.
  2. Some individual variants, plus some "clump" variants would be nice.
  3. We need some Papyrus flora eye candy for maps like this and other Nile maps. Maybe could make it gatherable and passable at the same time? Just a suggestion.
  4. I liked a lot of the R1TW mods. Rome:Total Realism was my my muffuggin JAM y'all.
  5. My ultimate ancient combat game would have the player in control of one single battalion within a larger army. This battalion itself becomes your character, which you level up, train, recruit, drill, outfit with kit, raise up soldiers within the ranks, and ultimately with which you coordinate with other players to destroy enemy armies.
  6. Trample actually existed before the engine rewrite.
  7. I think I figured out the problem. The Kush units are already in the production queue as {civ}_merc_camelry_1 etc. So by adding them again they're really just doubled up in the list and ignored. So all I really need to do is just have a bunch of separate units for the ethnic mercs, which isn't a bad idea anyway. I was just trying to be too clever by half by throwing in the already existing kush mercs.
  8. I might have to make a "merc" civ.json or something and then have a bunch of merc_ units for training at the various ethnically-themed merc camps. For cavalry mercs it's not really necessary, but for ethnic mercs to be able to build the player's buildings I might have to do something like that to make {native} work. Or make civ.jsons for each of the ethnicities, which might be overkill.
  9. Well, I got all that. Just trying to understand how it helps make ethnic merc camps viable. Say, I want a Blemmye Encampment merc camp. I want a Seleucid player to be able to capture it and be able to: Train his own Seleucid mercs Train Blemmye mercs too [kush_merc_camelry_1 and _2] I tried making the civ of the Blemmye Encampment merc camp "Kush" and then added {native}_merc_camelry_1 and _2 to the prodqueue and this did not work as hoped.
  10. I do something similar to this in DE. I call them "Trample" auras and they work, but not ideally. Ideally, the aura would only activate when the unit is in motion, not idle. This requires new code.
  11. Okay, I read through the differential page [ https://code.wildfiregames.com/D1084 ]. For some reason it sounds really useful, but I'm not understanding how to use it to achieve what I want. This is confusing me:
  12. Found it: https://code.wildfiregames.com/D1065 And I just tested it. Looks like the way is already paved for "ethnic" mercenaries along the lines of AOE3, if that's so desired. EDIT: Nope, the merc camp won't train a merc unit whose civ is not the player's civ. poop. Looks like that's a different issue. The units work right [a Kushite merc unit will build all of the Athenian buildings if an Athenian player owns the Kushite unit], but the structure aspect doesn't work yet.
  13. Nah, if you use athen_ etc., then it will only build the Athenian buildings, not the owner's civ [if they don't happen to be Athenian]. I thought for sure a way was implemented whereas a generic mercenary unit could be trained by any civ and that merc would build that civ's buildings and not its own.
  14. Already possible. Maybe @elexis can share how, but there's a way to make the merc's build list reflect the owner's civ, not the unit's civ. This was implemented maybe month or 3 ago, but I've never experimented with it.
  15. Or implement a mercenary camp system, as in DE. A neutral capturable building on the map where you can train mercs.
  16. Yeah, training troops from a stoa was a very weird decision and seems to have been made with no care to authenticity or gameplay for that matter. In DE I made the stoa a special starting structure for Greek civs. This structure is the source of their Greek Architecture bonus and once destroyed cannot be rebuilt. I am thinking of giving it some kind of area effect too, but I would rather keep things focused (objects in the game have specific purposes) since it is a free starting structure.
  17. Sadly there is currently no way for us to test and compare our two viewpoints.
  18. Just make icons in-line with the rest of the hero portraits in the game, bruh.
  19. I would say including battalions in 0 A.D. with the econ as-is would already result in a net reduction in APM/management.
  20. I'd say it's biggest problem was the extremely overpowered heroes. I am sympathetic to your dislike of heroes in 0 A.D.
  21. These "small units" you're talking about were still hundreds of men. A proposed battalion is about 24 soldiers. Not aiming for a simulation, only an approximation.
  22. All bipedal units can praise Cult Statues to get Glory. I guess you could call it "gathering a resource." You also get Glory by killing the enemy.
  23. Well, I think his shoulders/chest can be turned to the right a bit, alleviating that weird affect on his right arm and right shoulder. His neck looks really weird too.
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