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Everything posted by wowgetoffyourcellphone
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With the "capturing" mechanic implemented, it would be just as interesting to simply place unclaimed CCs around the map to capture. See: Miletus Peninsula skirmish in DE.
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I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated.
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===[TASK]=== Celtic Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
These are the colors for the Celt female head's hair: <group> <variant frequency="1" name="color-blonde"> <color>232 205 123</color> </variant> <variant frequency="1" name="color-red"> <color>224 120 16</color> </variant> <variant frequency="3" name="color-brown"> <color>120 114 35</color> </variant> </group> I definitely see the 3 above colors in the screenshot. -
===[TASK]=== Celtic Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
Sundiata sees "green", you see "grey," I see light brown. -
===[TASK]=== Celtic Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
I don't see "green" I see a "dirty blond" or "light brown" color. Monitors may vary. -
===[TASK]=== Celtic Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
Very nice. Maybe a couple of short sleeve and sleeveless variants? -
===[TASK]=== Celtic Unit Textures
wowgetoffyourcellphone replied to wackyserious's topic in Official tasks
I would like to see some new Female Citizen textures as well. -
I feel like the classes "gatherer" and/or "worker" should be included by default, really. But for DE, I think I will make it cycle through idle "Support" classes. Thank you for that suggestion.
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I play the mod at 1.25x speed and have designed things around that speed. Maybe try that out and see what you think.
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Maybe adapt the Byzantines for the Eastern Romans and the Anglo-Saxons for the Germanians. fixed
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I think it was done for "performance" reasons, even though it's trivial to render a decal to the terrain grid, and you usually don't select more than a few buildings at a time.
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When I say quads, I didn't mean squares, I meant that it renders the texture to a quad, therefore does not hug the ground correctly like a decal does.
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I'd rotate the temple mesh so the player can see the more interesting side by default. Lol Also I haven't looked recently but is the Byz wonder still twice the size if every other wonder in the game?
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Player color is desired.
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The only way I found to make the nice fancy aura graphic work was to use the footprint code, which only uses quads. It also creates other problems such as ungarrisoning and hit box size.
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I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead.
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E3 2018 no new RTS games PC
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
There is a large demand for RTS games. But due to studio and publisher consolidation this demand just isn't large enough for the investors. They all want the next 20 million console seller and all the merchandising and licensing that goes along with that. -
Yeah, I liked the "old" one more.
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Not yet bruv.
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1. This is only an issue after you first build the dropsite. After the resources start coming in, it averages out. 2. Did this to reduce pathfinding a little bit. Also, units spend more time harvesting and less time shuttling. This, in the end, is way more efficient all-around, which is why the wheelbarrow techs are pretty useful to grab. FeldFeld addressed this pretty good: It is 110% intentional that you will start with just enough resources to have to choose between building 2 out of the 3 military buildings. Then once you start teching up your eco in Phase 2 the costs become much less of an issue. It is also 110% intentional to slow down P1. Citizens are mediocre gatherers so P1 feels a lot like an Age of Empires game. Later on, you can start training Slaves, who are excellent gatherers, so you can get a rockin eco going and start training huge armies if the match lasts past, say, 20 minutes or so. You don't need the Soldiers to build stuff, merely to place the foundations. Citizens are perfectly capable of building the building once the foundation is laid. Soldiers are just more capable than in a typical RTS. But your last part is baffling, since Vanilla 0 A.D. makes it even more distracting since your soldiers in Vanilla are a necessary component of your eco, while in DE they are not. I don't think it's dumb. It's unintuitive right now because I lack the skills to mod the game properly to make it obvious to the player. I like the idea of simply restricting the placement of farms altogether, which is already possible without modding the game code. It's simpler, if more restrictive. I'll probably just do that for the repackage. Yeah, there are ways to make them packable. I'm going to check the Siege Mod to see if he does anything interesting here. Also, I hear you about the range. I had in mind much different roles for the Catapults vs. the Bolt Shooters. Bolt Shooters are supposed to be the packable siege unit that you can garrison on walls, towers, fortresses, and warships to add a nice ranged defensive punch against attackers, while Catapults are those that you build in the field to take down enemy buildings and defenses. I haven't worked much on the concept since packing/unpacking things while VisibleGarrisoned throws errors I can't fix and I had focused on other things besides fixing the field catapult packing. Either you're misstating something here or are confused. You don't have to upgrade anything to build a 2nd Statue. You build them, right after another. I had to do this in order to make the progressive cost aura work. Foundations can't add to the cost, only completed buildings. Auras simply are (rightly) built to work that way, it's just the only way I figured out to make the progressive cost work was with auras. I suppose auto-research techs could work, but can't be undone if a Statue is destroyed. With auras its dynamic. What do?
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I was thinking of keeping up the food cost of citizen-soldier units, but reducing their wood/stone/metal costs by about 25%, yeah. Make them a bit trashier in basic stats, but also give the Rank Upgrade techs to more civs (see DE's Kushites for an example). War Elephants +5s train time, +1 pop. I might boost the elephant upgrade effects, but move them one phase later to keep the eles competitive in extreme late-game. Siege Weapons +1 pop. Bolt Shooters +7s train time, +20w cost. Stone Throwers +5s train time. Has anyone used the new "stationary" Catapults? All soldiers +2 crush armor. All melee units vision range matched to ranged units' vision range of the same classes. Maybe help eliminate the frustration felt by some folks. Vision ranges are still 40% less than vanilla. Why do I do this? It helps make the world feel "larger" and maps bigger. Scouting is more important. Also, it helps players keep control of their units. Increased the Phase 1 Scout Cav limit from 2 to 5 to help players hunt more and get to that 1000f threshold. -------------------------------- One thing players need to keep in mind is that you need to use more pop gathering food than you did before in vanilla. Also, placement of farms is very important. You can't just plop farms around your CC and call it a day. I wanted to make food the very important resource that it was in antiquity. Probably 75% of the population was involved in food production in ancient times and I wanted to bend the pop curve in the game back toward that most important resource. That's also why Phase 2 costs 1000f, to make the player set up a good food economy early. A wish list item I have would be to allow techs to increase training/building limits. Right now, Player.xml is not flexible in this regard, at least as far as I can tell. So, for instance, in Phase 1, you can train maybe 10 mercs per camp -> Phase 2, 20 mercs -> Phase 3, 30 mercs -> Phase 4, 40 mercs. No way to do this currently as far as I know.
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I initially was trying to emulate AOK's siege warfare where a bunch of Siege Onagers could mow down enemy archers and skirmishers if they weren't careful. Difference is in AOK it's easy to mass cheap trash units, while in 0 A.D. it isn't. I might play with this more.
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This was a relic from when I had male and female citizens and slaves, where female gatherers were boosted at food gathering. I'll fix.
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Now we need the back. lol
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Ima repackage the mod in a couple days. It has about 150 additions and changes, most of which no one will notice. But notably, mercenaries are a little more expensive, the actor errors are all fixed, missing textures are fixed, and some textures added. I might fix the Kiushite blacksmith techs and do a couple more other things before repackaging.