-
Posts
10.580 -
Joined
-
Last visited
-
Days Won
517
Everything posted by wowgetoffyourcellphone
-
However, 0 A.D. is about achieving historical authenticity. A Spartan player massing shock cavalry and overrunning the enemy should raise eyebrows. Not impossible, but difficult to pull of. I agree that slavish adherence to historical accuracy is detrimental to gameplay. But realism can give guidance to gameplay. Else, why is the game based on history anyway? Might as well make a fantasy game if historicity is ignored.
-
Right, but that's up to the player if they want to focus-fire all the tower's arrows on a single unit. Same thing happens with archers. You can let your archers choose random targets, or you can choose to focus fire, but some arrows are "wasted." Same should be true with defense towers. At least to me, it would be expected that they'd have similar behavior.
-
If a tower has multiple arrows, then it may make sense that some are fired at random targets, but I think at least one of the arrows should be fired at the player's desired target. Either that, or all the arrows fired at the intended target. Either way, yeah, the current building arrow behavior could use some looking into. Because right now, they feel like a "Tower Defense" game. lol
-
The Triforce selections are awesome. But there's a problem. To do that, you had to increase the unit footprint size, correct? The problem with this is that increases the size of their hitbox and now they are more vulnerable to ranged units, as any projectile that lands within the footprint counts as a "hit." I ran into this peculiarity in DE.
-
You mean accuracy or minimum distance? IMHO, the MinDistance of the towers in Public mod is too far. Kind of restrictive. I think it was made that way to prevent the seriously annoying Tower Creep strategy, but you can fix that by making sure the tower's territory effect is smaller than its MinDistance. Also, the sentry tower/defense tower distinction in the game really bothers me, but that's a different discussion. I agree with this. Units need roles, and arrow/javelin/sling units' role shouldn't be anti-building. +1 Nah, I think Spear Cavalry historically are the "heavy cavalry" of the age, meaning they are the stock cavalry unit, tougher than others, higher attack, more armor, making them best for charging large numbers of ranged units or attacking enemy infantry from behind or taking punishment from nearby towers. I think conceptually, swords>spears, so the Sword Cav should be the anti-cav cav. Just my opinion. Do the same for the ranged infantry too. Only have spear infantry and women at the CC so all civs start the match on equal footing. Things get more diverse after building the barracks. I don't understand the adherence to the idea that the CC must have a bunch of trainable military units there. Build orders can be changed. It's an alpha. Why has no one brought up the notion of increasing training times? Age of Kings regularly has train times close to 20 seconds for some units. I am well-aware that 0 A.D. is not AOK, something I've been trying to wriggle into the zeitgeist myself, but it's just an example. I do like the idea of stables though. Helps remove the "7 different units trained at the barracks" syndrome. I'd think you would be interested in the challenge! Or an "Horse Stables" add-on for the barracks, i.e. "upgrade", akin to Starcraft. Can also be achieved more cheaply, as far as manpower, with a tech.
-
It can only swap out the complete unit actor. It cannot swap prop actors. Here is a list of tech effects. Not sure how current it is. https://trac.wildfiregames.com/wiki/TechModifications
-
[Alpha 22] Balance considerations
wowgetoffyourcellphone replied to Grugnas's topic in Gameplay Discussion
Nah, just have the original tier-1 barracks have the same obstruction size as the upgraded tier-2 barracks. -
[Alpha 22] Balance considerations
wowgetoffyourcellphone replied to Grugnas's topic in Gameplay Discussion
Can use upgrade feature. -
The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Synced.- 1.040 replies
-
- civ profile
- history
- (and 5 more)
-
Isometric View Option
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Maybe, like making the option for sounds to be omnipresent. Toggling cloud actors is not really a config option kind of thing, but maybe it is. As I said previously too, distance fog doesn't need turned off per se, it just needs reduced by a factor of 10. I don't think disabling the fog entirely would be desirable, as it's an integral part to some maps, just adjusted by a certain amount. Also, looks like an orthographic matrix would be more ideal than adjusting 3D camera options to cheat a semi-realistic isometric view like what I'm doing. With such a matrix, it would be better to just have its own config, maybe: https://trac.wildfiregames.com/ticket/3653#comment:7 Because what I'm doing with this config modification is really just cheating. It's pulling back the 3D camera suuuuper far so that things look flat, and then reducing the camera field of view to blow up a tiny section of the view and make it visible. That's why the distance fog looks so thick, because in reality you are looking at everything from a super far distance, and that's why the sounds don't work right too, they're too far away even though they "look" close. There would need to be totally separate sound configs, certainly. The current sound system is quasi-3D, whereas in an isometric game you don't want or need 3D audio at all. Also, if you still want building rotation in iso/ortho mode, which I would since the game world is still technically 3D and you may need to rotate non-square buildings around obstacles, etc., the building rotation should be capped to 45 degree angles. In perspective mode you'd expect/want more freedom. -
Isometric View Option
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
You mean these? -
Isometric View Option
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Moar goodies. -
Anyone with the mod confirm?
-
In the unpacked state, how do people reach the platform? Maybe a small set of steps.
-
Farm / Field diminishing returns
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in Gameplay Discussion
True, it's not obvious, but neither are a lot of other minor features. I will say that it's even less than not obvious, more like "hidden" is the best word. It's not mentioned anywhere in the game. Though again, a lot of the "information" plainly presented in the game is flat out wrong, so which is worse? haha! But yeah, I'd remove it and go with a more macro placement of the farms for efficiency rather than a diminishing returns efficiency,which is more micro-ish. Farming is supposed to be more macro than other forms of food gathering, so we could go all the way with it and drop the diminishing returns bit and go full macro with the farmlands. -
Considering This Engine
wowgetoffyourcellphone replied to Heiress Asteroid's topic in Game Modification
Darnit. I was going to suggest a Marvel Cinematic Universe RTS. How that would work? Idunno! Guilty. -
Farm / Field diminishing returns
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in Gameplay Discussion
But you are right. I would much rather have a more visual or strategic effect with farms insteadof a diminishing returns thing. See: Farmlands in DE. Also like in AOK it wouldbe nice if the farmers walked around a bit too. -
Farm / Field diminishing returns
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in Gameplay Discussion
The returns are per gatherer. -
Also in the top ribbon too?