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Posts posted by wowgetoffyourcellphone
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On 10/30/2018 at 8:44 AM, Athelia said:
I just noticed that Delenda Est doesn't have the option for unlimited population...bummer, oh well, it's working fine so far.
That's because in Public mod "unlimited" population is actually something like 10,000 and not truly unlimited.
In DE, I simply remove that pretense.
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3 hours ago, The Undying Nephalim said:
Well I've got a question with flying units. I've given a unit this:
<Position>
<Altitude>25.0</Altitude>
</Position>But now my unit cannot attack anything, even with a ranged attack. Is there a way to enable flying units to attack, even in melee?
I am not sure, but definitely check out the fighter plane cheat unit's template for possible clues.
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DE will only work properly with skirmish maps. I am no good with random map scripting.
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For DE (and maybe 0 a.d. part 2) I think the current Roman CC is more appropriate for the Imperial ("Principate") Romans, while a new slightly more modest CC could be made for the Republican Romans.
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10 minutes ago, Lion.Kanzen said:
You said in DE sub forum, about our current CC isn't appropriated for CC. which you suggest? Im' very curious about this.
The current Roman CC is fine. But if you made the CCs upgrade in appearance for town and city phase, then the current CC would definitely be city phase.
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Looks nice. Height map source?
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15 hours ago, (-_-) said:
No please god.
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Best to just download the ones from the in-game browser. I think it tells you which release each one is compatible with. That or go to http://0ad.mod.io
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55 minutes ago, stanislas69 said:
I guess artist manpower as well of lack of interest added to lack of references that would have made them significantly different.
This is important as well as lack of someone to come along and create 2 distinct civ profiles (Celtiberi vs. Lusitanians).
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If we had battalions this would all probably be a moot discussion.
Though I am sure battalions would have their own exploits we'd have to work on.
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Even in all of those references there is not much variation in the gear or fashion. The game already has representations of most of those unit textures. Though, like you said, they could definitely be updated for consistent quality!
They could totally use more and new shield variants, textures and models.
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Pedantry.
Purple was chosen for hero portraits to easily tell them apart from other classes of units. The ad hoc justification was that purple was seen as a royal or elite color due to its expense. Quibble about the historicity if you want to, but for gameplay purposes I think hero portraits should have some purple. The reasoning is sound.
Also, let's not pick apart every portrait for eye color and pupil shape, unless the sources specifically mention it.
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I sympathize with the "manpower" aspect, but civs like the Han, Zaps, and Xions are already largely complete.
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5 hours ago, Nescio said:
And what if a save game uses a mod or version not installed on this machine? Games can be shared easily on the forums and elsewhere, and not all mods are published.
Just have a check function in 5he code to ensure the mod's installed. If not, it could fail with a simple dialog or ask the player if they want to DL the mod from modio.
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6 hours ago, stanislas69 said:
Imagine you have two files with the same name. Depending on the order of mods one of the files will overwrite the other. The order of the mods define which one wins.
Right, but I think if someone is loading a saved game or replay the order of the mods should be recorded in the file and the mods ordered and loaded properly by the engine upon launching the replay or saved game. Don't know how difficult this is however.
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Thanks for the insight @Nescio. I was struggling to understand what "Epiphanes" meant. Megas and Nicator are quite simple to translate.
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I would say make sure to do these in layers, so that the standard background can be applied. This looks nice though.
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I think the issue is that the replay or saved game should just load the mods in the proper order when launched.
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3 hours ago, Prodigal Son said:
Before seriously considering to add any more Civs I'm in favor of settling down on the final gameplay formula. The game already has far too many civs to be acceptably balanced with anything above very minor Civ asymmetry (say AoK levels, which are already surpassed by quite a bit). Do we want a fun game as of "properly competitive" or a fun game as of "large variety in playstyles and cultures represented"? The former option is a golden rule for a successful RTS, while the later is perfectly fine as long as we accept that multiplayer will never have huge potential.
Anyway it's impossible to please everyone and balance has to do with far more than just the number of Civs. But the main problem as of now (actually for a long while) is a lack of focus.
Btw, what's the point of having all Civs as separate downloads? I mean from a gameplay/balance perspective.
I don't think one precludes the other. Sure, if there are a ton of civs then players will figure out which civs are better than the others and use those in multiplayer if all they care about is win:loss ratios, but that will happen regardless of how many civs the game has. It happened in Starcraft with every single new patch that was released where top players bounced back and forth from Zerg and Protoss, and that game had the absolute minimum of civs. This cannot be avoided.
As @Sundiata mentioned, you can macro balance with culture groups and then tweak that a little on the civ scale for interest. Cultural groups would be maybe 6? Not hard to balance from that POV.
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12 minutes ago, Phalanx said:
Honestly, why do the black cloaks appear in so many rosters? They are in the Spartan, Athenian, Makedonian, and Seleukid rosters. A tad unimaginative if you ask me.
The Royal Stoa building was just kind of ill-conceived from the get go. Stoas should have more of civic function (like in Delenda Est), not serve as another barracks.
13 minutes ago, Phalanx said:Personally, the Thracians make for sense for the Macedonians than the Seleucids. While yes, they are from the Kleuruchi which means they are settlers, I think they would fit better as part of the Macedonian roster. Maybe replace the Seleucid Thracian with a Bactrian sword of some kind?
Thracian sword duders make sense for both Seleucia and Macedon, notsomuch for Athens and Sparta.
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I too had also thought to give their cavalry a build function. In the actor it would work just like the meat gathering does. The horse would stand aside while the rider goes to ground and hammers the foundation.
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17 hours ago, Sundiata said:
@wowgetoffyourcellphone, two words: Eagle Hunting
I think it took out a fox in the video, but I've seen video's of these babies taking out wolves as well!!! Would make for a very unique specialized hunting unit. Wouldn't be simple to implement I assume, but sooo epic. Perhaps even as a scout unit, although I'm not sure whether they outfitted their eagles with go-pro's in the BC era. Might have to check up on that.
10 hours ago, Genava55 said:The Huns could have the eagle ability proposed by Sundiata (awesome idea). For example a unit with an eagle vision ability or simply a better vision
Nice guys, I think we all had the same idea simultaneously. I too thought about giving them a falcon scout unit, perhaps as their special starting unit.
6 hours ago, wackyserious said:Also, we could add Falconry as a tech. It will boost meat gathering rate for the nomadic factions.
Already in the git repo.
Yeah, give a vision and meat gathering bonus. Though, if I give them the falcon scout then I'd just reduce it to a meat gathering bonus.
6 hours ago, wackyserious said:I suggest that you name the nomadic livestock bonus as pastoralism in contrast with sedentary animal husbandry. Nomads are more reliant to livestock than settled folks, thus making them more practiced in animal husbandry than the sedentary communities that prefer plant cultivation as a primary source of food, which they then supplement with livestock.
Nomadic horse breeding tradition. Reduced training time for cavalry units too, compared with non-nomadic factions.
Agreed all.
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1 hour ago, Jofursloft said:
The macedoniand lack in sword units: their only ones are 2 of the 3 heroes
I haven't played core game in a while, but don't the Macedonians have access to the Thracian Black Cloak (a vicious champion swordsman) in Phase 2?
If so, they may be simply underutilized or perhaps (and this is probably it) they are too expensive.
53 minutes ago, Genava55 said:What could be great should be to implement the Antigonid reform with the elite peltastai. They are not skirmisher, they are a polyvalent shock infantry with a few javelins, bronze pelte and a sword.
I'm pretty sure, and @Nescio please correct me if I'm wrong, the Antigonid Royal Peltasts were mostly just elite heavy pikemen. Of course, during sieges and other special operations they would use javelins and swords, but in pitched battle they'd just be the elite of the pike corps, used to anchor one of the flanks like the Seleucid Silver Shields.
Make spearmen Hack-only and you'd get rid of this over reliance on swordsmen for the anti-ram role.
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===[TASK]=== 0 A.D Ships Update.
in Eyecandy, custom projects and misc.
Posted
Nice. For the "low poly" game version, perhaps have the front and back halves be props which break apart when sinking, as if the center of the ship has buckled.