-
Posts
10.860 -
Joined
-
Last visited
-
Days Won
533
Everything posted by wowgetoffyourcellphone
-
His reasoning is dumb, but I think it would be a big mismatch to add esports to the Olympics. Should they add table top gaming? Chutes and Ladders? I can't imagine they would still be playing Starcraft 2 forty years from now. The events in the Olympics are physical events and should stay that way. Let esports be their own thing. It's okay to be your own thing.
-
===[TASK]=== Improve hero portraits
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Official tasks
The breast plate is definitely more La Tene than Gallic Wars era, you're right. -
Environnement Grass Experimentation.
wowgetoffyourcellphone replied to Stan`'s topic in Art Development
Tried these. Some observations: The biggest thing you'll notice is that these tile badly. They don't tile correctly at the edges and they have a dark spot in the corners. Fix that and these are on their way. The blade size is too big in scale. Grass blades should be much smaller in scale (for standard grass), especially when compared to units. A few variants with bigger blades are okay though, maybe for tropical grassy fields or for punches of detail. But on the whole, "grass" blades should be smaller scale. Would be nice to have variations where there are plant shapes thrown in and variants where there are different grass colors mixed in (not just all one color) to blend between the different shades of grass. -
Persian temple textures missing?
wowgetoffyourcellphone replied to Hidan's topic in Eyecandy, custom projects and misc.
Surely a texture fix can be committed without violating the European Empire's directives? -
Outdated factions page on play0ad.com
wowgetoffyourcellphone replied to a topic in General Discussion
Agreed. Just a small blurb is enough and a couple screenshots. Actual civ stats and info should be on a wiki and accessible in-game. Actually it already is: Right, but I meant in an Age of Kings type of way, where the bonuses and penalties are listed centrally in-game. The Age of Empires/Age of Kings tech tree is brilliantly laid out, btw. -
===[TASK]=== Improve hero portraits
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Official tasks
I think you could use Osprey/other historical references blended with the game model. I think it should look at least passingly like the game model. -
You could say, "The Mauryas are Mauryan."
-
Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
0 A.D. needs an Age of Mythology-inspired mod. The major hurdles with be some GUI stuff and the god powers. Otherwise, things like myth units should be easily doable. Including the classic rps dynamic of Monsters<Heroes<Humans<Monsters, easily doable with the class feature. -
Yeah, Maurya and Mauryan are both correct, Maurya being more correct. Truth be told, I was actually just trying to differentiate the mod from the core game. "Romans (Principates)" doesn't really make sense grammatically, but I use Principates all the same (I also like how it sounds next to historical terms like Optimates and such).
-
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.
-
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:
- 1 reply
-
- 4
-
-
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.
-
errr, wat
-
Commit?
-
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?