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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Can't currently garrison animals. I forget which component controls that, but it's "hard coded" in the sense that I can't change it in the templates, have to change it in a js file. Also, part of my Corral/Herding idea is that animals need to be capturable, AOE-style, currently not implemented. In other words, Animals are "relics", which you find usually by scouting. Instead of a relic from Age of Kings where you garrison it into a monastery to get a free trickle of "gold", you'd garrison your newly captured herdable animal into a corral to get a free trickle of food. I appreciate the offer. As far as making those "fancy" aura textures workable, it might be better to do that in the aura code or something, by extending the "rangeOverlay" component to allow for other types of overlays besides simple lines.
  2. Anyone interested in the Alpha 23 rebundle please try the release candidate here, which fixes and adds a bunch of stuff: https://github.com/JustusAvramenko/delenda_est ^Just download the zip and unzip the folder to the mods folder. (The actual release will remove the temp and art_files folders and any .psd and .git files.) What was changed over the first release: Farm Fields are now Restricted from being built around Civic Centers. Mercenaries are now about 10%~20% more expensive in metal cost. All civs now have Slaves, until they're more culturally differentiated for A24. Elephants cost +1 pop and +5s train time. Most soldiers now have greater Crush armor. You can train up to 5 Scout Cavalry in Phase 1 now, instead of only 2. You can't build a Corral now without first building a Farmstead, which only unlocks 2 corrals per Farmstead. I really wish we could make my Corral trickle/sheep herding idea work, but alas. Wooden Towers now have greater attack range than before. Stone Towers now have greater attack range, greater territory influence, and greater vision range than before. Gauls get the cavalry rank upgrade techs now, at their Stable. Han Government Center now has 3000 health instead of the incorrect 6000. Outposts have more health. For greater consistency, all infantry (melee and ranged) have 40 vision range; all cavalry (melee and ranged) now have 50 vision range. Bolt Shooters +7s build time, +20 wood cost, and +1 pop. Catapults trained from the Siege Workshop +5s train time. Druidic Conclave tech no longer makes Celtic Druids more expensive. Civilian Citizens can now be tasked to attack enemy soldiers and buildings. Spartan Woman now has the same gathering rates as Citizens from other civs. Also, fixed her tooltip. Fixed some hero units so that they can actually be seen. Removed the Roman "Onager" unit which really was just a test object anyway, and was throwing ERRORS. All Delenda Est maps can now be found with the "New" map sort in match setup. Previously, this was inconsistent. New Celtic female textures by @wackyserious. Randomized Celtic male citizen textures. Some cavalry use the right meat gathering animations which didn't before. Tweaked/fixed idle villager button to work better at selecting idle Citizens. A bunch of unit actor fixes, which previously threw ERRORS or were visually messed up. Examples: Spartan Helot Slingers, Principate Roman Auxiliary Cavalry, Scorpio Operator, Oxybeles Operators, cavalry spears being backward, Hoplites standing around after dying, etc. Fixed some buildings, for example the Principate Roman Watchtower missing its model. Removed the "fancy" aura graphics from Temples and other buildings for now, because using the <Footprint> element to do this caused ungarrisoning and hitbox problems which annoyed a lot of people, but didn't necessarily annoy me previously. Fixed cavalry attack_slaughter ERRORS. Some Han Chinese texture, model, animation, prop fixes and additions from Terra Magna. Catapults, the siege engines buildable in the field, are now packable. Mercenary training now requires Town Phase.
  3. Right, but you can easily just remove those items.
  4. 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.
  5. I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated.
  6. 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.
  7. Sundiata sees "green", you see "grey," I see light brown.
  8. I don't see "green" I see a "dirty blond" or "light brown" color. Monitors may vary.
  9. Very nice. Maybe a couple of short sleeve and sleeveless variants?
  10. I would like to see some new Female Citizen textures as well.
  11. 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.
  12. I play the mod at 1.25x speed and have designed things around that speed. Maybe try that out and see what you think.
  13. Maybe adapt the Byzantines for the Eastern Romans and the Anglo-Saxons for the Germanians. fixed
  14. 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.
  15. 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.
  16. 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?
  17. 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.
  18. I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead.
  19. 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.
  20. 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?
  21. 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.
  22. 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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