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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I can't believe it either. A solution come soon.
  2. You're a wrong message. j/k, Needs an autobuild.
  3. If this is pretty much done, I can start making unit portraits for you. I have the next 9 days off of work.
  4. Yeah, for DE I'd like to add a Coin resource, which is the resource you trade with and buy resources with, and is what I was basically advocating for H:C but with Rupees. Coin would be used to hire mercenaries and stuff like that and represent money or currency. Yes, they had advanced coinage in the 0 A.D. time frame. Problem is maintaining component files that will constantly be deprecated. So, I refuse to add stuff like that until Beta is reached.
  5. If you do that for the Romans, then wouldn't you have to do that for all the others? Phases are city growth, not jumps in time*. It's one of the things that separates the game from AOE. It depicts a civilization at a particular point in time, usually it's peak within a certain time frame. Punic Era for the Romans just makes a lot of sense when you look at Carthage and how huge that conflict was. *Having jumps in time would be an awesome campaign idea for the Romans, actually. You'd progress from one Roman faction to the next in a campaign. Having full-factions for the Roman eras allows you to delves deeper into those eras than if you just had 1 Roman faction with Ages. Some factions are longer-lived than others. The Roman Empire spanned 1000 years and went through massive changes many of the other civs did not. How much development can we depict with the Iberian faction? I seriously don't know. Amalgamating the "Gauls" into one faction may seem like the team's being boneheaded and Greco-Italo-centric, but what you can do with the Gauls civ is make it depict any number of a dozen tribes in a scenario or campaign; the same with Britons. With the Iberians you may have a point. I would split them into Iberians and Lusitanians. We're getting way off topic now.
  6. Having said that, I think heroic poses and whatnot are very cool, and would work fantastically if the game had Battalions. With mosh pit combat, you lose sight of your soldiers easily and their animations are crucial in picking out, say, your swordsmen from your spearmen, etc. so you can proper micro them. In that case, standard animations for different classes of unit are essential. But with a Battalion system in place you don't have that problem of having to pick your units out of a jumbled crowd. Their animations can be more unique and interesting, rather than standardized. There are so many plus sides to battalions, like letting @Alexandermb run wild with animations, formations, more tactical combat, battalion upgrades, army formations, set piece battles, etc.
  7. The Part 1 Republican Romans represent the 2nd Punic War era, give or take a few decades. Representing the Principate era Romans would be a whole other ball o' wax. I think the "0" a.d. cutoff is just a handy guideline, not a hard cutoff. Look at Boudicca and the Britons. They're more of a Part 2 faction, IMHO, but are included in Part 1 because they were part of the Celts faction originally. But as far as a long-lived faction as the Romans, you have to pick a timeframe by which you're depicting them. Segmentata Legions, Imperial Gallic G helmets, and standard Auxilia aren't really a Punic Wars era thing.
  8. You use the rupees to buy more ore at the market. And this problem is a problem for every RTS with non-renewable resources. I can see a Market ability to "tax" for a resource trickle -- any number of ways around this limitation. Relics, etc.
  9. Sure, but this guy isn't even a trainable unit. Lol. And rightly so, he's out of the time frame.
  10. Question. Is there one resource that every faction uses? Rupees? if so then trade and tribute can be all done with just that one resource. A rupee based international economy. Can solve some of the issues with having a dozen different resources. Maybe this was alrdy suggested.
  11. That is the point. The point is to easily identify the unit type at a glance, and semi-uniform animations are supposed to help that happen.
  12. I tried this once with making unit consume food, and when it goes negative you can afford everything. It's like infinite resources or something.* *It was a long while ago, so this may have changed.
  13. I think he could be a little more hunched, his knees a little more bent, looking a little more "ready" for action, if that's what you're trying to convey.
  14. Actually, @Alexandermb, I think Testudo animations would be good to work on too. They currently have none. And then some intrepid programmer can code formation bonuses. Right now, all formations can do is alter movement rates. Not sure why whoever it was stopped there.
  15. With increased training times you disincentivize the spam training method. Either increase the batch train bonus or add techs which improve it can incentivize batchtraining.
  16. Reduce food gathering rates and increase unit train time. Slow down the start of the match. For the barracks problem, if anything you want the batch training bonus to be high, so you don't need to build so many barracks to spam train. You can also make military buildings cost more for each one you build. I do this in DE with Cult Statues, tho I do it with auras, kinda hacky.
  17. About building over trees, this is viable if you take DE's route and have straggler trees and tree groves. Groves would not be buildable/destructible, while stragglers would be. This would make building walls easier for player and AI methinks. Groves also have the advantage of possibly doing cool ambush/garrisoning things, like allowing barbarian/guerilla civs the ability to garrison soldiers "inside" groves for ambuscade.
  18. Hmm, almost everything you've said I can agree with except this one. Forward-building is a viable real-world tactic. See how the Romans would invest a town: https://www.wikiwand.com/en/Investment_(military) I agree with these principle problems brought up in this thread: 1. Building masses of farms around the CC.A dumb AOE holdover. Farmlands, people. 2. Dozens of Barracks, etc. Just another dumb AOE holdover. 3. Dozens of corrals = lulz. Just tie their number to the number of Farmsteads. This essentially doubles their price and construction micro. And, IMHO corrals should work a lot differently than they do now. I've already talked about this. It's nearly useless trying to convince anybody of anything. 4. Using CCs as the primary dropsite. Move the starting resources away from the CC! We've been screaming this for months or years now. I'm not too jazzed about: 1. Resource storage. This was also in the game Command & Conquer and some of its sequels. It could be interesting or an unnecessary detail. Perhaps abstract it a bit to where you drop resources off at a storehouse and farmstead per usual, and then when it "fills up" to max amount you get the resources automatically dumped into the player's treasury. If the storehouse or farmstead gets destroyed by the enemy, they get whatever has been stored up in the dropsite as loot. I don't agree with: 1. Preventing players from constructing buildings just because there are enemy units within vision range. If "action range" was implemented, then I could mayyyyyybe using action range as the construction constriction. But vision range is way too much. The public mod has insanely large vision ranges and would be a frustration for players.
  19. Also set costs to zero. I forgot that part. In DE's case, the "cost" for the Empire Phase has already been paid by building an expensive Wonder.
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