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Everything posted by wowgetoffyourcellphone
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DE got rid of the citizen-soldier concept months ago. The "regular" soldiers are called citizens only because they have the Slave Ownership aura and can still build, like the Norse from Age of Mythology. They don't gather resources at all.
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Removing female-only citizens is a chore, but will streamline the economy. It was too convoluted with both male and female citizens and male and female slaves. lol Doing Kushites and Athenians first. The other civs will probably be broken for a while.
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Got it. Just used the 'root' prop point instead of 'donkey.'
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Works.
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===[TASK]=== Stables, Workshops, and Ranges
wowgetoffyourcellphone replied to LordGood's topic in Official tasks
I think DE does it quite well by moving some sounds around, specifically using the "broch" sound for the Workshop and making the Britons Broch just have the standard fortress sound. -
===[TASK]=== Stables, Workshops, and Ranges
wowgetoffyourcellphone replied to LordGood's topic in Official tasks
NO ITS AN ALPHA MUST BE BALANCED AND ENTIRE TECH TREE REBASED YALL. -
SVN: https://github.com/JustusAvramenko/delenda_est I will not be releasing an Alpha 24 version.
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Is there a better base we can use than the Trader? It offsets the male and female actors. Shame the voices will have to be male or female for now until such differentiation is possible.
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===[TASK]=== Weapons and Armory
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
Eat my finger! -
The entire capturing mechanic in the game is prone to snowballing. A very... slow... tedious.... snowball, which I am attempting to improve by making it more dramatic and decisive. Sometimes, a turn of events should simply be decisive and game ending, like how capturing a CC is a big deal in DE. Capturing in core game is boring, and worse, it's annoying. Added in as much as I can. Paring back in the future as the gameplay gets refined. Maybe next alpha or two. The things I would like to do are hampered by the current state of the engine, but the engine is slowly improving and allowing for further refinements to DE. For instance, if I suddenly had access to a battalion system the gameplay in DE would change dramatically, as would how the blacksmith worked. A big change I made recently [a few months ago] was to drop the citizen-soldier concept and give all civs a standard villager. There are some things wrong with actors and entities which make it difficult or impossible to have multi-gendered units, but if I could find a way to do it I would combine the male and female slaves into one unit and the male and female citizens into one unit.
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===[TASK]=== Weapons and Armory
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
Oddly enough, the Persian quiver looks Greek to me and the "Greek" quiver looks Persian to me. The Persians stored their bows in their quiver along with their arrows. -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Perhaps, but I don't remember experiencing shift key lag from other RTS games. Maybe I will test another RTS game and see. -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
The sound thing is probably just SVN now that I think of it. -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Yes, removing this reduces or eliminates the lag. Another thing that causes lag [I think] are sound calls, especially when they are first played. -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
I tried searching in /public mod with the Windows search feature but it refused to find it. I tried from binaries level and search found it. mods\public\gui\session\hotkeys -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Where can I find this, dude? -
Empires Apart. ==Freemium==
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The fog of war boundary has this really weird animation to it, they should remove.- 209 replies
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I think phases can be reworked. See the first post in this thread for my ideas. The Persians in the game represent the entire Achaemenid Empire, not just the Persian home culture. In fact, I toyed with renaming the Persians to Achaemenids, since the Egyptians are called Ptolemies, but I settled for Egyptians (Ptolemies) and Persians (Achaemenids) since I figured it would work better for mod civs and any additional official civs added in the future. I wish the core game and other mods would adopt this naming scheme, along with Indians (Mauryans) and Romans (Republicans). For instance Aristeia could have Egyptians (New Kingdom), while Delenda Est includes the Romans (Principates).
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The Persians have like 5 other horse cavalry units in my mod. 1 camel unit isn't going to kill their historicity. Game design is about restricting, else you have a sandbox game. Might as well remove territories and phase requirements. Hell, give infantry a pop cost of 2 and cavalry a pop cost of 3, as in Delenda Est. But that hasn't any bearing on my gameplay proposal, since in my proposal gives pop cost on a per battalion basis. I think we're drifting here, which is partially my fault.
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When using shift to place multiple buildings or to batch train, a large drop in framerate is noticed. I am not sure if it is my computer's local config [like some kind of "easy keys" option or something triggered by the shift key] or if it's a 0 A.D. problem. I've noticed this for a long time now, but just now mentioning it.