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Everything posted by wowgetoffyourcellphone
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Dunno, only defense I have there is that The Persian Empire was (for the most part) a single political entity. At no point until the Roman conquest were Athens and Sparta a single entity. Are you saying we should have Cultures instead of factions? If so, perhaps the Britons and Gauls should be merged and the Carthaginians renamed to Punics. Perhaps we should discuss this for a few more years, eh? Apparently, with a 95% approval, not even unit behavior toward animals can be "agreed" upon around here. We need to spend more time poking holes in each others ideas. Perhaps your mod should generalize the Greeks into one faction and we can see how it feels. Personally, I like to recreate different scenarios in my head when I play the game so would feel sad if the differentiation I feel from the current Greek civs would be lost. You can possibly propose a branching system, but such a proposal is a moot point when there's no one to implement such a system. I'd rather just have the Spartans and Athenians be separate from the get-go. I also like the visual and unit variety, not to mention gameplay variety experienced in a little mod called Delenda Est (Sparta plays as differently from Athens as any other civ does).
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I think this is an artificial "problem." Athens and Sparta are the Hellenic states most interesting to players, so that's why they are included. Honestly, I wouldn't mind adding the Argives and Corinthians and Syracusans too. But for real though, some can be Atlas-only civs for scenarios and campaigns (Peloponnesian War). It would be easy to add them. While Athens and Sparta remain the selectable Greek civs.
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Please don't go into the Bronze Age. Let mods or a prequel do that. I do like the idea of making 0 A.D. traverse the totality of the (Western) Roman state, or the breadth of "Classical" times. So, going ahead and extending it to the "Fall of Rome", 5th century, would be fine by me. Allows for cool civs like Sassanids. And then making "Part 2" being about the Middle Ages is also cool. It mirrors the Age of Empires franchise (homage), but with all the new and different features the 0 A.D. franchise still stands on its own. But if you still want to have Part 1 and Part 2 being (roughly) the 500 years BC and 500 years AD (any date you set is arbitrary, IMHO @Sundiata, so I don't think this is so bad. If 1AD is too arbitrary a date for you, then perhaps choose the murder of Caesar or the ascension of Augustus as your mid-point, still close enough to 1AD to make it not really matter), then I think Parthians for Part 1 are a must. They are really not a Part 2 civ. Their successors, Sassanids definitely are a part 2 civ. Others would be very desirable for Part 1, in order: Han Chinese, Scythians and Xiongnu (these 2 to tie Eurasia together), Odrysian Thracians (because they're cool), Epirotes. And a few others would be "nice to have", such as Pontus, Nabataeans (pretty cool), Armenians. Heck, to promote the mod.io feature, many of these could be offered as "official mods" folks can pick and choose to add to their game's civ roster.
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Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The great Macedonian-Crocodile War of 328 BC where Alexander and his men hunted and killed every crocodile in Egypt. -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The current game does not have separate action range and vision range; they are the same ranges. So, yeah, if an elephant has 100 meter vision range, then that is also his action range, so will walk over 100 meters to go attack something, including crocodiles and wolves. 100 meters is often over an entire screen width of distance. This is why I reduced all vision ranges in DE, for unit control. And, sure, units can be attacked by something outside their vision ranges and this is annoying, but that happens regardless if the average vision range is 50 meters or 100 meters. Decoupling "action range" from "vision range" is a must, IMHO, if you guys want such humongous vision ranges. Perhaps then you could have a separate action range when it comes to attacking dangerous animals? Just spitballing here. I understand that if you were to decouple these things then you'd have more range queries and potentially cause more lag*. * -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Sometimes it causes such a reduction in FPS to be confused with freezing in my experience. -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
yikes -
Can we agree on this?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Then vote the opposite? lol The poll was mostly facetious anyway. Point is, other games handle this muuuuuch better than 0 A.D. from a gameplay standpoint. It's annoying for units to go berserking after lions and tigers unless those entities have shown to be a threat first by attacking a nearby unit. It's just annoying to me to see my guys run off to go kill a bear when I've placed them in an ambush or scouting position. See the unit behavior in AOM for example in regards to this. What happens in AOM is that crocodiles and lions, et al., are ignored by military units within range until those animals attack a soldier or villager, then nearby soldiers are triggered to go attack and kill it. Partially it's the core game's massive vision ranges, and partially it's unitAI behavior. Yes yes, stances stances stances, I don't think you should have to mess with stances to prevent something so mundane. Stances should regulate your units reacting to enemy units, not a wolf that wanders into view. Just my respectful opinion. -
DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Indeed. There are many things that won't even show up on random maps, like farmlands, mercenary camps, and special starting buildings. That's because my knowledge of random map scripts is nil. You'll have to play on skirm maps for now. -
Lagging when using Shift- modifier key
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Has this been fixed? -
Units shouldn't auto-attack nearby lions, tigers, and bears unless those animals attack first. Can we agree on this?
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celtic reference
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Tutorials, references and art help
Do we have a word for villager, citizen, townsfolk, peasant, artisan, anything like these?- 264 replies
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I don't need to edit it or anything. I've just never noticed the effect.
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DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Nope, can't rebundle, even after my 7th attempt. Pyrogenesis keeps crashing at this point during the archiving: crashlog.txt and crashlog.dmp don't write anything new. -
So, for a while now this idea has been stirring in Wow's head. It's about the ambient noise in the game, specifically the music and the ambient sound, such as wind. So, imagine these three things happening, independently, and how it could immerse a player into the game world: Music Music is ever-present, but fades away the farther away a player's civic center goes out of camera view. So, as long as a civic center belonging to the player is visible, the music plays at full volume. But once the player can no longer see any of his/her civic centers the music starts to fade. This fade is proportional to the camera's distance from the player's nearest civic center. Secondarily, the music also fades the greater height the camera goes. So, if you zoom out, the music fades proportional to the distance, even if a player's civic center is in full view. The music never full fades out, but it's a noticeable effect if you listen for it. Wind This is an ambient sound effect based solely on the altitude, or height, of the camera. No "Wind" at standard camera height, but this sound effect starts to fade in proportionally as the camera is zoomed out to max altitude. So, as the music fades out, high altitude wind starts to take over. Map Ambient This is ever-present on the map, but fades in louder the farther away the camera is from any player's building. It fades out as more player buildings come into view. It also fades out to nothing as the camera approaches max altitude. Wow's not sure how difficult this would be, but Wow thinks if it's a subtle well-done effect, then you'll start having a memorable soundscape for the game. Each effect would have its own constraints and constants, so would largely be independent from the others, though would mesh together in the gameworld.
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Which template element control that? Or is it strictly component/script-based?
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Does it?
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DE Alpha 23b rebundle
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Set the mod version to 0.0.02 in the rebundle (.03 for the Git repo). Added a merc unit for the Indians, finally. The Deccan Tribal Levy, a skirmisher. Any other suggestions? @Sundiata Will rebundle and upload tonight. -
Absolute "best" imho would be to assign rain to cloud actors/entities that can travel across the map. But, hell, beggars can't be choosers. "Whole map" or placeable objects or whatever you can make happen I'd be happy with. Whole map "rain shower" and "thunderstorm" options would be acceptable too. Almost anything is better than the rain we have now.
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Pacing in 0 A.D.
wowgetoffyourcellphone replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
I agree with you regarding the unit types. A spearman is a spearman, really. But, I could see Hoplite-class spearmen being used differently or having different stats from a standard spearman (heavier armor, less speed, lower cavalry bonus, but greater attack). I can see Persian Sparabaran being used differently by setting up shield walls and swapping to bow. Pikemen, likewise, have different stats and uses from a "standard" spearman. Mauryan spearmen could be more massable and trashy. Roman spearmen (Triarii) could be trained at the Elite rank and be more expensive, but not be accessible until Phase II. -
celtic reference
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Tutorials, references and art help
Thanks for the warning...- 264 replies
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All of this stuff, including other traditional diplomacy screen stuff, can't fit on one screen, so there will need to be some kind of tabbing or extra windows.
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Nice! I'll use the "old" model for the Roman Auxiliary Barracks.
