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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. If I was in charge, which I'm not, I'd commission an artist to create a series of backgrounds, one for each faction in the core game. Two layers: The background layer, and the foreground soldier/unit/character looking over his/her shoulder at the player, like, "Join me, or die!"
  2. The Slave Market template name should follow the existing convention. So,: If it's a structure like DE's merc camps, then: template_structure_special_slave_market or, if buildable by factions, then: template_structure_economic_slave_market Then, the slave file names should follow accordingly: If the Slave Market is like DE's merc camps, then: slave_nubian_male slave_nubian_female slave_roman_male slave_roman_female etc. to group them all together in the entities list. If the Slave Market is a buildable structure, then the slaves should be named: kush_support_slave_male kush_support_slave_female rome_support_slave_male rome_roman_female ------ So, is the Slave Market like DE's mercenary camps? A structure already on the map that you must capture? Or are they special buildings each civ can build?
  3. Now all we need is for the sounds to fire when the projectile hits the ground too. Also, the sound engine has it backward. The impact sound should play when something is struck, not when something strikes something. What I mean is, the impacted entity should call the sound effect, not the attacking unit.
  4. I'd like a spy/assassin unit to be possible. I really liked the spy unit from Command & Conquer: Red Alert. It's just not possible at the moment.
  5. Well, doing forest auras for speed and vision is pretty easy. The garrison thing is harder, though probably not that hard. It's just not something I think official team would be interested in.
  6. Yes, I have thought of doing that with the Groves. Also, it would be cool for some civs to be able to "garrison" into groves as part of an ambush feature. So, if you were Iberians or Celts, you could garrison a battalion of soldiers into a grove of trees near the enemy base, and then ungarrison them at some opportune time to take the enemy unawares. Your troops could stay hidden in the grove for as long as there is still over 50% of the wood available. After that, your troops are pushed out and ungarrisoned, kind of like how when a building gets too low health it spits out the garrison.
  7. 500 pop is really only about 250-300 units though, with DE's population mechanics.
  8. You can do that, but the 2nd tier that wasn't unlocked with your first tier choice will still be there, visible in the UI. There's currently no way for the next set that shows up to be determined by a pair choice. I get what you're trying to do. You have a blacksmith specialization tech, it's a pair. Depending on which one you choose you want to unlock separate groups of new techs. You can do this, but there's no way of preventing the not-unlocked techs from still showing up in the UI. They'll just be forever grayed out. But that opens a new possibility of putting tech at the end of the chosen tech route that unlocks the un-chosen route. You just have to follow the chosen route first before you can unlock the unchosen route. Though, I can foresee a snag in that one too, where once you go down the 2nd route you get to the end and get a tech that unlocks the first route again, but you've already researched all those. lol
  9. The eyes should be much higher. Whole face is thicker.
  10. Good early-mid because of the 0 food cost, and good late-game because they cost 0 pop. Can train over the pop cap. Also helps early-mid to give a defense without getting housed. If we never get battalions, I may remove heroes and instead go with commanders/officers, banner carriers, etc. to take the roles of heroes. If I do that, can add mercenary captains as trainable units.
  11. Those animations are so awesome. One last attempt to convince you about the horse head shape. I'm anal about this because everything else you're doing looks so good, it'd be a shame to not hit perfection.
  12. Ideally, you'd be hiring mercenary companies, in battalion form, not individual dudes.
  13. They do this in A22 too, actually. I played it today and that particular AI behavior was annoying af, if I'm honest. The pace in the game is just out of control and the AI plays like a top tier twitch gamer. That's a compliment to mimo in a way, in that his AI successfully takes advantage of the game as it currently exists.
  14. It's possible to use particle effects for this, called upon death. Making bloodied textures for all units would take quite a bit of time though. I think bloodied unit corpses would need some new code to add a 2nd uv to all unit meshes so that a blood texture can be applied, kind of like a decal over the mesh.
  15. The Celtic naked fanatics I intend to make actually naked.
  16. So.... I was accepted into the beta. Downloaded it, and.... single player has been disabled by the devs to force players to test multiplayer. lol. Even the parts I do have access to are buggy and feel like an alpha. I tried multiplayer and it bugged out. Couldn't join a game. I'll wait until single player is re-enabled.
  17. Walls. Make all wall towers shoot 0 default arrows. Visible garrison only, just like wall sections. No rooftops. Just a slight range buff for archers over garrisoning walls. In city phase all civs can upgrade individual towers with sentry houses for a cost. This adds a roof and 1 or 2 default arrows. No garrison arrows. Give advanced civs option to upgrade individual wall towers further to scorpion towers that shoot scorpion/oxybeles bolts. No garrison arrows. Point is they shoot no extra garrison arrows and start out shooting 0 default arrows. Only later can you upgrade them to auto-shoot, but on an individual basis so that the cost scales up.
  18. Try https://trac.wildfiregames.com/changeset/20205, for new autobuild.
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