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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I feel like you're going to have a bad time when it comes to maintaining your changes. Make sure you work very closely with the team and maybe you can get some of your changes implemented into the public mod code when applicable.
  2. If it works out good, then I think it would be an excellent choice to give this to the Kushites. When phasing up to Town Phase, player chooses Amun or Apedemak. This unlocks different temples, which have unique techs and access to different champions. What do you think @Sundiata?
  3. Here's my suggestion. Have a generic temple that can upgrade, i.e. give allegiance, to either Apedemak or Amun. Apedemak Temple gives you the Apedemak's Faithful axeman -- anti-building-- and the Amun Temple gives you the Napatan Temple Guard khopeshman -- anti-infantry. Each temple also comes with a couple of unique techs. If any civ could use the Age of Mythology minor god choice UI, it would be the Kushites. Wish that was possible. Would be my ideal choice actually, but upgrading the Temples would be a good secondary choice.
  4. Mimo is right. If you name the buildings along the standard way, as close to the standard format as possible, and even trick the AI with giving class names to things and making the AI treat them according to class and get some kind of approximation of real gameplay out of the AI without having to write an entirely new AI. Classes and template names are not seen by the player, only VisibleClasses is seen by the player, put custom classes there.
  5. Nice post TGC. Suggested before, shot down. This could work if there were battalions. I like the higher pay option. Could have the option of setting an amount of pay for your troops that drains metal or coin resource every X seconds or minutes. In turn, this increases morale, stamina, attack, etc. Maybe if they're paid well, they capture more loot. Too intricate for the mosh pit style gameplay though. I once proposed a Coin resource that you get by taxing the market, through trade, selling resources, and a few other means. Some units, like Champions, cost Coin. Could use Coin/Currency for the Morale idea too, as described above. Better for campaigns, IMHO. Could work for a strategic campaign, aka conquer the world style. Food could be one of those things that slowly drains as long as a unit exists, I agree. The current game can already do this, but when the stockpile reached 0 it just goes into negative territory and you get funny things happening. But yeah, I'd like to see the possibility of this, and once the food stockpile reaches 0 your units slowly lose health. This creates the possibility of scenarios where you can starve out a turtling player. Not so sure random stuff is good for matches, maybe for a strategic campaign as mentioned above. I like the possibility of Festivals or Parades. I think they can be like god powers or rechargeable abilities that you research at the Temple or Civic Center. Instead of a Farmer/Slave split of units, can have Citizens and Slaves. Citizens are the ones with an inspiration aura (Citizens are the slave owners after all), while Slaves are the ones who are good at resourcing. Citizens are trained from the Civic Center, while Slaves are trained from the resource buildings. The Market building can have some slave-specific techs. Slaves can cost a small amount of Coin and are capturable. Ringing the Alarm Bell at the Storehouse or Farmstead makes the nearby Slaves hide inside, while Citizens deposit their resources and switch to Citizen-Soldiers/militia. Oh yes, I want this very very much. Also, would be nice if AI had "personalities" chosen based on the AI name. For instance, if you're fighting against a Roman AI with the name Cassius Longinus, then that AI player has a trash-talk script/style and a defined play style. Yeah, map creeps, spawned, max number alive, from a source, like a Tavern or Camp until its destroyed. Just a unit-spawning feature would be nice in general for a lot of things. Would be cool to have a casualty list at the end of the match too. lol Roads can be easily implemented. Making units use them is more difficult. Best left for a strategic campaign. For matches or for Atlas/scenarios? If anything I was entertaining the idea of getting rid of named heroes and having units like Bannermen and Noisemakers that take their role, then moving Heroes to Atlas for scenarios. Let me expand on this. Have "grove" objects, which are stands of trees representing forests. I have these in Delenda Est. Then allow some civs' units to "garrison" inside these as a hiding/stealth/ambush measure. All of this works much better with a battalion system in place.
  6. Nice. What if the Shaman is trained from the shaman's tent, but all the Temple techs are researched by the shaman himself?
  7. Neat. This can't just overwrite the files, all old files need removed and then these pasted in their place?
  8. Not sure if this is snark or what. Regardless, I did my part and pointed out a minor beneficial change to the template. Over and out. Actually, know what? Leave the tag out. Your first instincts were right. It's unnecessary. I'll keep the tag in for DE though.
  9. Disagree. It's a feedback issue. Same with the target flash feature. It visually indicates a successful player input.
  10. Well, if you want to be pedantic, then neither did many sedentary cultures. Greeks, besides Spartans, did not have standing armies, and most ranged units like archers and slingers were home-trained. Barracks and Archery Ranges and whatnot in the game are abstract concepts for gameplay purposes.
  11. If you could zip the files needed together, I can post it on moddb as a hotfix.
  12. I... actually think the player color rally lines are overkill, didn't like the change, and would probably also think the same of a player color target marker. I could maybe see their usefulness in watching replays, but inside a match why wouldn't the player know that the rally line is his? He can't see other players rally lines, so why would there need to be a player color distinction? Same goes for the target marker. Take my opinion for what you will.
  13. Did you test it? lol. When I remove the AlwaysVisible tag the marker will not show up in black map. When I put the tag back into the template and run the game again, the marker will show up in black map as expected.
  14. No harm. That's why it's still only an alpha.
  15. Without the flag the target marker does not show up in fog of War, I mean black map. With the flag the target marker shows up in the black map. See if that's true for you. Maybe I never deleted all of the files from the original patch but I think I did.
  16. Hello. I think the Target Marker template should have this flag: <Visibility> <AlwaysVisible>true</AlwaysVisible> </Visibility>
  17. The "Food Depot" could just be called a "Resource Depot" and be a dropsite for all resources. Houses being dropsites too is an interesting idea. Though, you need a building for researching gathering techs.
  18. LOL they got out of sync and continued anyway. I think one of them may have had the Git version of the mod and the other the A22 version or something like that because they kept OOSing at turn 80. Anyway, they played for almost 2 hours and found out at the end that they were completely out of sync.
  19. Someone commit it and make it a cheat unit.
  20. I had a solid idea for the role of bolt shooters, but it's pretty much lost in the ether unless someone wants to work on it. It basically only requires a few conceptual changes and the implementation of one patch from Trac, the visiblegarrisonclass patch.
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