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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 22 hours ago, Bigtiger said:

    Update: textures retouched.

    Currently working on special structures that will generate resources.

      Hide contents

    screenshot0034.thumb.png.c212a865c9a42870da158920871b7fa0.png

     

    Lovely progress. 

    Aesthetics Hint: Try to avoid flat plain, bare walls like the side of the barracks. Break it up a bit with some bevels, windows, buttresses or other architectural elements or props.

    • Like 4
  2. On 12/7/2018 at 6:10 PM, Crollo said:

    Me and a friend recently started playing 0ad and we found out the mod Delenda Est.

    When we activate the mod and try to enter the Lobby under Multiplayer, the game gives an error message:
    f70bd1244e8b71ee74866107b303f7a2.png
    https://gyazo.com/f70bd1244e8b71ee74866107b303f7a2

    And then you can't click anywhere, having to restart the game.

    Hi there. If you are a little savvy with modding or just navigating Windows, you can place (or replace) the attached file at this location:

    \mods\delenda_est_A23\gui\pregame\

    You may have to unzip the archive to do this, as I haven't tested it any other way.

     

    Attached:

    mainmenu.xml

  3. On 12/13/2018 at 2:15 PM, faction02 said:

    For example if you want to maximize the productivity of your soldiers, you could build a barrack near your minerals and use this particular one to produce the slower soldiers of your army. Those will then collect only minerals as the walking distance for this particular task is constant and usually smaller than for wood. To reduce the economic  disadvantage of walking speed, players could build more dropsites, use elephants or the carrying tech.

     

    Okay, but do you want the player to have to consider all of this? Sure, unit differentiation is good to keep things interesting, but is this kind of differentiation really all that interesting? I would say "no", and I would wager money that most players would say "no" too. :) 

    I would say that the player shouldn't have to consider all of this in order to make a good economy. Besides, when units are working, even though they still have their "armor" textures for easier recognition, they're really supposed to be in their "work clothes" so to speak, not really wearing any armor (which is indicated by their helmets being removed as they gather and shuttle), making their amor-based walking speeds a moot point.

    That's another reason why I think we need a ShuttleSpeed element: The units are being "civilians" at this point, not wearing their armor, so why should their walk speed which is largely based on armor stats and combat balance also be their shuttle speed? These are two entirely separate "modes" for these units ("combat" vs. "resourcing").

    • Like 1
  4. 8 hours ago, av93 said:

    I just hope that both teams would have a pacific even a good relantionship. 

    What happens if one of the two teams make an advancement that can benefit both? Just hope that splitting doesn't mean stopping sharing

    The thing about open source is that you can't really stop others from using "your" code as long as they adhere to the original license. Both WFG and Fork AD can and will likely mix and match code and assets just like the mods have.

    • Like 2
  5. On 12/7/2018 at 4:46 AM, Sundiata said:

    Am I the only one who likes the Xiongnu textures? I mean, those yurts are covered in animal skins... How bright and colorful does it need to be?? 

    I agree. I don't understand why everyone wants everything oversaturated and cartoony. Player color, I understand, but the base diffuse colors should be rather realistic. 

    • Like 4
  6. I like your analysis, but this paragraph is key:

     

    Quote

     - Also, it is important to keep in mind that the faster you have resources, the faster you can produce more units, the faster you can gather more resources, and so on.  This means that in a real game where you are continually producing units the advantage will increase non-linearly if you have faster workers.  So you get more workers sooner, and the new workers you get are again faster moving than the opponent's new workers when he gets them.

    This is the "real world" difference that's not accounted for in your analysis (to give you credit, you admit this). The different movement speeds for shuttling compound the economic impact shown in your data.

    Now, previously, some folks said, "Let's just give every soldier the same walking speed. That should solve it!" which I think is not a comprehensive solution, and the "combat balance" of the game, so much as it is, takes into account these walking speeds, so if you did that then the balance would be off again. No, I think the best, comprehensive solution is to have a ShuttleSpeed element for the unit templates. We can set all gatherers to the same ShuttleSpeed, something like 6.5 for the base game. Doing this then removes this problem.

     

    Quote

    Assuming the information in the in-game civ structure trees is accurate, the only soldier that does not have 0.6 Food 0.8 Wood 0.5 Stone 0.5 Metal gathering rates are the Skritiai Commandos which I personally am okay with because their combat ability makes up for it. 

    That's because Skiritai are basically Elite Citizen-Soldiers from the get go. They also have a high Walk Speed. 

     

    Quote

    Do we really want a game where you are both economically and militarily incentivized to produce mostly ranged units instead of melee? 

    Yeah, we shouldn't want that. So, let's all get on board with ShuttleSpeed! :D 

     

    Quote

     If archers must be worst of the ranged units economically, shouldn't archers have some other advantage to make them viable?

    One of the byproducts of throwing out hard counters is now you have 3 ranged infantry units with no clearly defined roles (their stats are just slightly different and players just figure out which one has the best stats and spams those), so that now you have side issues like this economic question. Let's have ShuttleSpeed so the economic consideration is removed and players can choose units based on their combat prowess and strategy, and not be disincentivized by shuttling speed. 

    • Like 1
    • Thanks 3
  7. 1 hour ago, Sundiata said:

    And this:

    Different units already have different gathering rates. Such wide differences in shuttle speeds as well just compounds the issue, so it would be really good to be able to adjust the speeds in the templates. 

    Different units have different gather rates?

    About shuttle speed in the template, I would set it to the same for all units. The point would be that it is controllable in the template so that you can have a uniform shuttling speed for citizen-soldiers (probably the speed of your slowest walking infantryman) while maintaining that they can have differing regular "walk" speeds (fast moving slingers, slow pikemen, etc.). 

    Since it's controlled in the templates, you could have techs or bonuses which modify this shuttling speed, but don't affect normal walking rates. 

    • Like 2
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