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Posts posted by wowgetoffyourcellphone
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Yeah, I liked the "old" one more.
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11 hours ago, stanislas69 said:
@wowgetoffyourcellphone did you try my mod ? The visibile Garrison one ?
Not yet bruv.
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5 hours ago, aeonios said:
Not only that but they also have double the resource carrying capacity which means they take twice as long to return resources to the dropsite.
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.
5 hours ago, aeonios said:Military buildings cost an arm and a leg in stone but you can't afford to gather it because you simply can't get workers on the field quickly enough, also same with units that cost metal like mercs not to mention upgrades.
FeldFeld addressed this pretty good:
3 hours ago, Feldfeld said:Well, if you start with standard ressources which seem to be medium, then in early game you can make any 2 combination of military building except for 2 barracks where you would need 100 additional stone. Stone is not an important ressource in p1 so it doesn't really harm eco to build these. Also perhaps that if these buildings seem expensive then that would make the training time upgrades useful.
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.
5 hours ago, aeonios said:It's also distracting that you have to use your combat units (which aren't good for anything else besides fighting) to build stuff, because it means you can't have them out doing what they're meant for, ie killing stuff.
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.
5 hours ago, aeonios said:-The anti-farming aura is unintuitive and dumb. It'd be better just to add a building restriction to fields so that they can't be placed near the CC at all, rather than have people wonder why their farms aren't producing worth anything.
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.
5 hours ago, aeonios said:I don't really like the buildable siege catapults. Not only is it impossible to move them but they also barely have any range so you basically have to build them right in the middle of the enemy's base, which defeats the purpose.
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.
5 hours ago, aeonios said:It's also kind of unintuitive that you need to get the upgrade to produce a second cult statue, and annoying since it's the only path to p4.
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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8 hours ago, Rolf Dew said:
@wowgetoffyourcellphone
Why don't you just make non champion units cheaper and faster to produce, so that they become those cheap trash units like in aoe 2? Maybe you could tweak their stats so that they would not be op.
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).
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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.
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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.
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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.
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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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War Elephants +5s train time, +1 pop.
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3 hours ago, Feldfeld said:
Catapults, and most likely bolts seem too strong. Now that units don't have high crush armor anymore, they are killed very fast by catapults. They are quite easy to mass, their train time as the same as a cavalry. In this replay you can see how some catapults barely defended can defeat a good number of melee cav (that are wiped very fast) and win the game pretty much by themselves
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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3 hours ago, Feldfeld said:
Related to another of my post, here is a replay that shows spartan economy advantage :
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.
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28 minutes ago, stanislas69 said:
I don't think so. I couldn't convince them it was a good feature the fact that vanilla doesn't use it doesn't help too. I could probably rebase it but that means you'll have to carry it around which is suboptimal. One could use mod dependency and I could upload it to modio. But meh :/
Hmm. Any number of mods could use it.
I might just take visible garrisoning out if not.
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7 hours ago, av93 said:
Cavalry and chariots shows as garrisoned in fortress (probably in other fortifications too
There is a patch to make this not happen: VisibleGarrisonClasses. But I think it's currently deprecated. I hope it makes it into A24.
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Some of these bugs and errors are problems with the core game that DE just happens to help bring to light, unintentionally. lol
Most of them aren't though.
9 hours ago, Tomcelmare said:@wowgetoffyourcellphone That's great news! Don't forget the chinese war chariot, in which the pikeman is constantly walking on his platform while the chariot is moving
2 hours ago, Alexandermb said:i've made a change in TM about that, hope @wowgetoffyourcellphone merge from there.
Yeah, that's an easy one. I'll add that to the list.
9 hours ago, Feldfeld said:The issues i could see are that corrals seems a hell lot better than fields
Farm on the farmlands. This is a 100% boost on this terrain!
3 hours ago, Feldfeld said:A bigger issue probably is mercenaries. From the games i played (including online), they seemed to be a must and that rushing with them is a really good strat. They don't cost food, instead metal, and no pop as well so it's easy to make them in the very early game and then you can attack.
Would you suggest a bit of a nerf? Train time, cost, or any combo? I intend for mercs to be important, but not game-breaking important.
One of the issues is, I would like the ability to mod the starting resources, where the player would likely start with something like 500F, 500W, 300S, 200M, 200G, instead of 500 everything (scale it up and down from there).
3 hours ago, Feldfeld said: The early game army advantage is important : once you wiped the ennemy army you can be around his base there is no comeback possible. Some civs like gauls or britons don't have towers in p1, so the only way to defend from an attack is having about equal amount of men ready to fight. But even if they had, wooden towers are weak. Their range scale with archer range but i don't think that's a good thing as the result is that they'll defend only a very small part of your territory, the attacker can work around with that.
I'm thinking of going the Age of Mythology route and giving every civ 4 free wooden towers at the start of the skirm match. Just an idea I'm toying with.
3 hours ago, Feldfeld said: Also, reduced LOS and range make battles tricky to micro. Units only attack what is in their LOS i suppose, the consequence being that often in battles, you'll see some of your units fighting but the other units slightly out of range will just idle there.
This is kind of a problem with the core game, DE just magnifies it. I would really like a "Vision" range and an "Aggression" range tied to a (reduced number of) stances for units, so I can boost up vision range a bit without units berserking everywhere like in core game. Also, other games have smaller vision range than core game 0 A.D. and what you're talking about occurs. I just think you're used to core 0 A.D.'s massive vision ranges. Consequently, you're used to the units just attacking attacking attacking without much input. I dunno, it's a different style of play, not necessarily a bug. What do you think?
3 hours ago, Feldfeld said:You can see the temple ungarrison issue i described earlier in the end of the video.
Yeah, that's a consequence of me using the Footprint code to make that pretty aura texture show up. Ungarrison position is dictated by the size of the footprint, rather than the size of the obstruction. Unless (ideally) the aura visualization code is extended in core game, or ungarrisoning switched to obstruction instead of footprint, I might have to drop the pretty aura textures because of the issue you highlight there.
3 hours ago, Feldfeld said: Also you can see somwhere that (i don't know if it's only this case, but) When you select some ranged units and attack a non-tamable animal, they'll use their weapon to kill it, but if you add a scout in selection (or maybe any melee unit ?) then the ranged units will just walk endlessly to the animal.
Bug in core game you uncovered. I don't think this is a DE problem.
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I am planning on making some fixes and re-releasing the mod for Alpha 23. It'll be version 0.0.23.1, and will fix some annoying bugs and errors everyone is experiencing.
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4 hours ago, l2edVipel2 said:
Downloaded the Delenda Est mod and have been having trouble with it. Will launch and play for a matter of a few seconds before it crashes.
What civs are you using when this happens?
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In the meantime just hit Suppress, while I track down the offending texture.
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Soon on mod.io.
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On 5/31/2018 at 5:12 PM, Nescio said:
Unfortunately mod.io forces the uploader to click "go live".
On 5/31/2018 at 6:31 PM, s0600204 said:It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live.
The upload process very much pleads with the uploader to 'Go Live!' At best, it's just unintuitive, but that's not WFG's fault.
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Debug View is good to run while compiling so that if there are any troubles with the archiving process they will show up there in Debug View.
You can see pyrogenesis.exe show up in Windows Task Manager and it'll stay there as long as the archiver is working. When it disappears, you can be relatively sure the archiver has completed the job.
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13 hours ago, elexis said:
I must say though that I don't have that much demand for increasing the population count by a lot. People often complain about too much micro needed and the game being too stressful. This problem is proportional to the population limit however. One doesn't have that much todo with 100pop, with 150 it's more comfortable to purchase economy upgrades. Beyond that one really has to pay a lot of attention to chose good battles. We still need a good amount of performance improvements though and we want to support more than 8 players (certainly 9 at least if there is a gaia player for instance, already doubling the total number of units).
With battalions, one could "increase the pop cap" while actually reducing the number of controllable entities the player has to worry about. Let's say you can have up to 30 battalions under your command. Each with 20-30 soldiers in it would make 600-900 soldiers total, but you only have to worry about the disposition of the 30 entities, not 900.
11 hours ago, Sundiata said: But that would change dramatically if battalions were eventually implemented for military units. I really wouldn't mind commanding several battalions of 100 units each
100 units per battalion in 0 A.D. seems a bit much.
I'm thinking more like 24-30 could be standard, but the code supporting much more for mods.
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15 hours ago, elexis said:
Like this one? It looks like the units don't have hitboxes, so tens of thousands of collisions less to test.
Individual soldiers have hitboxes in Total War games, and you can easily have battles with an army of 2500 vs. another army of 2500. I wonder what TW games do to make this workable. And it's not just because their battle maps have fewer obstacles than a 0 A.D. map. You could have a completely blank 0 A.D. map and it would go to lag Hell with 5000 units moving around. It might have something to do with their soldiers all belonging to battalions. Perhaps there's a cheap way to just path the whole battalion as one entity and then "cheat" with the soldiers inside the battalion. dunno.
E3 2018 no new RTS games PC
in Introductions & Off-Topic Discussion
Posted
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.