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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think the game can have as many faction as we want, technically. Like, 100+ factions maybe? I am not sure what that would do to memory requirements or javascript performance though.
  2. These guy are hilarious. Warning for profanity. lol
  3. Most commercial games are not built with modding in mind. They hard code a LOT of things for efficiency and wrap a lot into the game's EXE for performance. 0 a.d.'s structure is not built for performance, but rather for customizability. Both for ease of open source development and for modding potential. This is what I have gathered from poking around.
  4. Specifically about the AI: Farmland/Farming: It does not know to use farmland to boost farming. You will find the AI still putting farm fields near the Civic Center, which has a farming penalty. Upgrading and Teching: Some civs have custom requirements for phasing up, for example the Principate Romans need to build a Temple of Vesta in order to achieve Town phase. Also, the AI does not know to use the upgrade function to boost Wooden Defense Towers to Stone Defense Towers, Barracks to Royal Barracks, Hypaspists to Argyraspides, Civic Center to Fortified Civic Center, etc. Lastly, the Blacksmith requires you choose either Metallurgy or Forging to unlock all the other blacksmith techs. AI doesn't know to do this. Principate Romans: Beside the phasing problem, it also doesn't know to train and use the Slaves. And yet, despite these limitations, @mimo's AI still can give you a challenge if you don't exploit too many glitches! I imagine if the AI knew how to use these features properly the AI would be nigh unstoppable at Hardest. The current AI knows to capture Merc Camps and does train mercenaries.
  5. Play the Miletus Peninsula skirmish map. That and AI.
  6. All skirmish maps have one. At least 2 actually
  7. Capture a mercenary camp. Except for Romans, in reality catapults are built on-site. Romans had a siege train and even soldiers would carry individual parts for siegge wepons. That's why the Romans can pack their catapult while others cannot.
  8. Isn't already one with long sleeves?
  9. Here are the tech icons for the 7 sets of administration techs in the Imperial Court. The 8th tech slot goes to the spying techs. And then for each "level" I'll have a little I, II, or III, like this: The Administration areas will be, these, unless you guys have better suggestions! Civil Service Focus: Technology cost and research time Civil Engineering Focus: Building health and build time Ceremonial Administration Focus: Temples and Healers Nationalized Industries Focus: Resource gathering, at the expense of Market research costs and bartering Southern Army Focus: Citizen-Soldiers Northern Army Focus: Champions and Siege Weapons Naval Administration Focus: Navy What do you guys think?
  10. I'd check out the smoothing on the pilos helmet. The front seems to goof up the specular. I'm also not sure about what is a good animation speed for the bows. They don't seem to match up right.
  11. There are some weird issues, true. But can be fixed. Probably too late for A22 anyway -?-, so will be perfect by the time A23 comes around. It's great to see progress though. It's has bothered me for a long time. lol
  12. Okay, with the Government Center, now renamed Imperial Court, for DE I'm going to come up with a brand new teching scheme, and then if Terra Magna guys like it, can be adopted by you guys! The Imperial Court will train the Nine Ministers, but will also have a tree of technologies like this: Economy Administration: +20% gathering rates, all resources Phase 2 Phase 3 Phase 4 Army Administration: -10% train time, +10% health, all soldiers Phase 2 Phase 3 Phase 4 ...etc. for a bunch of different areas of concern. Maybe a complete 8 sets! These Administrative levels can take the place of many technologies in the current tech tree and focuses it all on the Imperial Court, kind of like the University from AOK, but even more important. You "level up" different areas of your civilization in a completely different way than other civs.
  13. Probably the Game Development & Technical Discussion forum. But perhaps @feneur could rename the Art Development forum to Art and Sound Development forum? What do they think.
  14. Definitely a woman. Yeah, and it depends on what timeframe we're looking at for A22
  15. Okay, the unit selections/gui stuff is good, and the original structree error is gone. Now I get one final error with structree: ERROR: JavaScript error: gui/structree/helper.js line 176 TypeError: template is null GetPhaseOfTemplate@gui/structree/helper.js:176:6 selectCiv@gui/structree/structree.js:181:22 __eventhandler221 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:36:27 openStrucTree@gui/session/menu.js:1027:1 __eventhandler197 (press)@civIconOverlay press:0:1 ERROR: GUI page 'page_structree.xml': Failed to call init() function
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