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Everything posted by wowgetoffyourcellphone
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No, thank you. lol The fighting and sniping would be unbearable. Plus, a lot of the other modders already disagree with some of the main changes made in DE. Best to just have separate mods doing their own thing, and taking good ideas from each other when desired. While core game tries to make cool things possible. I think there should be various types of economic systems. A. AOE-style: Villagers build and gather, while Soldiers do nothing but fight. B. 0 A.D.-style: Citizen-soldiers and Females, exactly as the core game is now. C. Slave-based/DE style: You have Citizens, Slaves, and Soldiers. D. Any combo of above, perhaps have dedicated Citizen units, but also Citizen-Soldiers. Each culture can have any of the above, based on what makes sense historically. For instance, for Imperial Romans and Early Byzantines, you'd probably use an AOE-style system because the soldiers were all professionals, but add Slaves as a cheap gatherer. Spartans would use some hybrid system, with Female Citizens being your "Citizen" unit and Helots being the "Slave" unit, with your trash soldiers also being builders and Spartiate units being your dedicated fighters. Celtic civs could use some kind of peasantry system that takes ideas from all of the above. Iberians could use the classic 0 A.D. citizen-soldier paradigm.
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I did. Somehow I lost this line of code in the template: <UnitAI> <DefaultStance>standground</DefaultStance> </UnitAI> Just imagine my confusion when catapults start rolling around everywhere, packing and unpacking without orders, attacking random targets like an archer. EDIT: Okay, catapults/stone throwers still unpack and attack things when not tasked to do so. Was that always the case?
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There's got to be something else going on here with the model or the render stats counter. 2000 triangles would mean each frond would have 60+ triangles if you had 30 fronds per tree.
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I may have broken something in DE, so I will check the public mod templates to make sure.
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lol, yeah, most units rush after anything that crosses their vision range like berserkers. That's kind of a different discussion, stances. Catapult behavior was kind of parallel to but not exactly like other units.
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My honest guess is that they will rely on mods to carry the gameplay forward. In an open source project like this, if you get someone on the core team with a strong vision for the game there will be a half-dozen others to tell him/her why it shouldn't be that way. That's why, IMHO, there has been no major gameplay change in years once the "base" gameplay features were put into place [ the work @elexis has done making cool and interesting scenario-based random maps notwithstanding; his stuff works within the framework of the existing core gameplay though ]. So, the best course of action would be for the core team to just make all the things you mention possible and let mods run with them. The core game doesn't have to have all that stuff, but if the engine can handle the kinds of features asked for by the major modders like the Council of Modders guys or suggested in the more fleshed out gameplay proposals [see ] then you have the basis for some cool stuff down the road.
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This wouldn't work I don't think, because while cannons have wheels, catapults don't.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Hmm, it would be nice if these guys got their own Workshop/Range/Stable/Elephant Stables models. They use Egyptian models for now, which don't look bad, but they use Hellenistic/Ptolemaic props like shields and such that don't fit the Kushites.- 1.040 replies
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The unit AI for catapults seems to have been changed to make them more autonomous, packing and unpacking at will in order to attack moving targets on the map. Does anyone have a strong opinion about this? I kind of don't like it, but mine's just one opinion. I liked their previous behavior better.
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Nevermind, it wasn't too late. lol, but too late now...
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hmmmmmmmmmmmm
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Imho the Roman cc should be the upper limit as far as footprint size of cc. Tge Byz one looks to exceed that.
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Tree performance
wowgetoffyourcellphone replied to aeonios's topic in Game Development & Technical Discussion
It used to work IIRC, but I just tried it and it and upon loading up a match it threw all kinds of shader errors. -
Tree performance
wowgetoffyourcellphone replied to aeonios's topic in Game Development & Technical Discussion
Here's a tip if you don't already know it: Use this in local.cfg for performance testing alpha test. forcealphatest = true -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Could use terms for: Archery Range Cavalry Stable Siege Workshop- 1.040 replies
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You're not going to convince me that it looks anything like the other Hellenistic civic centers, sorry. lol. But again, it's your mod.
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It just looks so much different from the other ones.
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hrmmmm... I'm not a part of this mod, but I would take other inspiration.
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It's like 3x too long.
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
The terrain looks so much better than 0 a.d. -
You already private messaged me about this very issue, so why did you post about it here and in the wrong forum no less?
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None of that has anything to do with the patch or original problem, dude.
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No, default behavior
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Game needs move-attack [not to be confused with attack-move]. Chasing units should be able to attack while still chasing the fleeing enemy unit. Would be nice to see, that way you don't see, f.e., a sword cavalry catching up to a fleeing enemy archer and stop to attack, only to see the archer run out of melee range.