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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. They erected stone walls around Sparta in the Archaic and Classical periods?
  2. To see giant ships flipping around on a dime is kind of weird. Might as well make the ships smaller, ala Age of Empires, and be done with it.
  3. The video doesn't lie, but it's kind of selective with its presentation. The author had a narrative to tell, so omitted a lot. Perhaps by sheer numbers of people, but at its height, only 8000 actual citizens and maybe double that in military-aged Perioikoi. The pop penalty seems fine to me. In DE, I give the Spartans back their walls, but not until Empire Phase after they research Hellenistic reforms to unlock the Spartan Pikeman and Stone Walls. Indeed. I'm in the process now with DE, splitting soldiers from citizens from slaves/helots/peasant-class units. The major hiccup I'm experiencing is how to depict the castes of India for the Mauryas.
  4. Every soldier in the game is called a citizen, so yeah, that's a problem with every civ unfortunately.
  5. The roof I chose is just the Roman roof already in the game.
  6. I think my latest version gives a good contrast with the roof.
  7. I see where you're coming from but I don't think that's a flaw particular to my idea, since melee units can easily be pummeled at long range already if the enemy archer has a greater range than your soldier's vision.
  8. How bou dat? byzantine_struct.zip
  9. My post wasn't meant to be a definitive proposal. The behavior of ranged units would need to be adjusted as well of course.
  10. Yeah, my thought was that there should be an "action range" in addition to a vision range. Currently, all units berserk against anything that comes within vision range. This makes army control (needlessly) difficult. So, selecting stances would decouple this behavior from vision range: Aggressive: Attack any enemy unit/building within 95% of vision range. Defensive (default): Only attack enemy units/buildings within 50% of vision range. Standground: Only attack enemy units/buildings within 5-10% of vision range. Other stances, like Passive and Avoid, are defaults for specific units (Avoid for Female Citizens, for instance) or attached to abilities (Passive for some kind of Scouting command) and not much relevant to what I'm talking about.
  11. I think the layout is key. Then the aesthetics can be built around that. It would be nice to assign aesthetics on a civ-by-civ basis.
  12. How hard would it be to allow the player to dynamically* place the main GUI elements where they wish? Probably a complete GUI rewrite, I fear? *Maybe not 100% dynamic, but perhaps to provide many options for placement. Probably night and day between the two as far as coding.
  13. Interesting. fyi, I'm keeping the DE mod up to date, I'm just not going to do any alpha releases until Beta. What kind of additions/changes for realism are you planning on making? What other civs are you thinking of adding?
  14. I'm not a programmer myself, but it's possible the extent of their skills remains in tooling around in Unity or Unreal or whatever off-the-shelf engine they used.
  15. I got it. Git got a weird error/mix up when I renamed the shoushe model.
  16. Well, I found the cavalry helmet error, but the Shoushe eludes me, because it works just fine on my local copy...
  17. Yep, similar to Battle for Middle Earth II. My favorite UI-style so far.
  18. Hmm, the difference being that Empires Apart is claimed by their developer to be a completed game. WFG does not claim 0 A.D. to be a completed game. I wouldn't buy 0 A.D. in its current state, but like I said, WFG doesn't pretend they have a complete game on their hands, while the Empires Apart devs do. lol
  19. Excellent choice. His war against the Bulgars even starts at the nice, even 1000 A.D.
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