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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Stables need horse butts. See Persian stables. Archery Range is very distinguishable, nice. Siege workshop needs unfinished siege engines or something out front, then it will pop. The "gerousia" actor is just the Athenian Prytaneion, it was the old "Tholos" actor before. So, I suggest maybe using the one you have here as the basis for an updated Athenian Prytaneion, and coming up with something more distinctive for the Gerousia. Maybe something like this: But sadly some of the details are quite fanciful. Likely the Gerousia was just some plain building, similar to the Syssition. Somethings I really miss from your Barracks that were on the "old" one are the Spartan shields. Adding those back would add some nice player color and more Spartan motifs from the shield designs. Plus give it a more martial look. For Artemis Orthia, what about a super super Archaic looking temple surrounded by some nice gardens and a couple statues of Artemis out front? Just a thought. But I'm a liar and not someone to take seriously.
  2. I agree, a nice animated storyboard for each civ would be pretty cool. I have not seen such a thing in any other RTS.
  3. The pathfinder is absolutely atrocious. That's probably what they're fixing. Plus maybe a few usability features. But that's it. Those are the main criticisms anyway.
  4. It was not easy to find a leading figure for each civ that wasn't already present in the game and finding an ingame bonus that can be derived from actual history. I appreciate that the feature took a lot of time and some effort, but I would have suggested the team focus on something else instead. I think you would agree that even though it's an interesting addition to the game, it adds nothing to the core mechanics, yeah? So, when I talk about core mechanics changes, and someone counters with how many new random maps were added last alpha or look at the cool catafalque feature, it falls very very flat. Quite frustrating, actually. Also, it is true that when you have someone creating content for you, like random maps, you tend to just let them do their "thing" since they are motivated to do that. You take what you can get. But that doesn't mean you have to throw everything into the game just because someone creates it for you. Just saying you should be judicious. Does this fit our theme? Are we just adding content to add content? etc.
  5. Deleted reply against the "lying" allegation. Not worth it.
  6. My quip about the random maps is that they are indicative of a much larger issue, in that there is no coherent game concept anymore for 0 A.D. Empires Ascendant. I would much rather have 10 well-designed, balanced, and beautiful random map scripts that form a coherent theme with the game, than have 1000 random maps of extremely variable quality and no relation to each other. Empires Ascendant Everything should form around that concept. Ancient cultures clashing in order to make their empire reign supreme. How did they fight? Where did they colonize? How can you capture that feel and make a fun game in the process? And yes, it does seem like every single design decision, and I mean significant design decision, requires a UN Security Council resolution in order to proceed. No offense to @shieldwolf23, because he seems like a good guy, but his kumbaya suggestion where there's this grand meeting of the minds is bound to fail. You'd be taking decisions away from the Security Council and giving them to the General Assembly, where factions will form and lines drawn in the sand. No bueno. While it is beneficial to create such a wish list, I think you will agree Darc that a real coherent concept must be decided first, then features can be chosen in order to convey that concept. I would wager such wish lists have been created by the team before. And then a new set of volunteer devs come along, scrap the old wish list or don't even know it exists, and create a new wish list, all while not having or agreeing to even the general concepts these gameplay items are supposed to support. Both Darc and I presented strong, coherent, complementary game concepts many many months ago. Those threads are dead. In the vacuum created by no coherent design, multiple mods sprang up to try to improve the game. And it's true: my mistake was trying to develop alongside SVN. But doing so made it clearer to me that there's no there there. And this isn't a knock against the programmers. Hey, coders gonna code. But when are designas gonna design? Right now, the game is only cosmetically conveying its theme and feels more like a bad Starcraft clone with Rise of Nations' territory concept tacked on. And what design there is being done is in service of "balancing" a game that doesn't even know what it is yet.
  7. Seriously, focus on real-world aspects of your life. Don't worry, development of this game will take another 7* years. You'll have time to contribute. *or at least until core dev group gets tired and declares beta at some arbitrary point. Take your game seriously, maybe. Focus on adding features and making the core gameplay better instead of yet another 50 commits tweaking how speed is calculated and balanced or fixing missing brackets in the code. Adding roving catafalques, while a novelty, hardly addresses anything in the core gameplay, yet it's offered up as an example of how far the gameplay is "progressing." lulz. More random maps don't address anything. If anything, you guys should be removing random maps. But meh. It would take a UN Security Council resolution to get you guys to do anything as radical as that. lol
  8. Yeah, good luck on this fecking game. I'll take a look in 5-6 years to see if you've finished it yet. Done wasting my time trying to improve this on this pice of chit. "Good bye and good riddance." There, said it for you.
  9. Has the speed of units or more specifically altering their speed stats ever been a problem? I see this as a solution to a non-issue, so I'm not wanting to waste time altering all my templates for this seemingly random change.
  10. Perhaps there is a different way to go about the tech. What does the tech do and can you post the tech's JSON contents here? I can perhaps suggest a different effect or way to mostly or wholly achieve the same thing you want to achieve.
  11. https://trac.wildfiregames.com/changeset/20230 Really? Really.
  12. Agree. At minimum there should be a column in the list telling what mod the host is running.
  13. @elexis I suggest you revert this: https://trac.wildfiregames.com/changeset/19904 And commit this instead: +++ binaries\data\mods\public\simulation\templates\template_unit_infantry_melee.xml line 22 - formations/phalanx Then just make sure all the hoplite unit templates have formations/phalanx. Fixes the original problem and gives back the hoplites their phalanx animation.
  14. So, I was trying to make a fancier range visualization for the female aura. But then when I selected a bunch of women together, it gets super super ugly and messy. Any chance we'd get a flag in the aura code that lets us turn on merging for the rangeOverlay?
  15. It would be great to do something like this not just for herocide, but yeah, for herocide it would be great to have, no doubt.
  16. Hey nice. It works! Now... some way to remove the Militia from the UI.
  17. Worst Beta I have ever taken part in. Game has been completely unplayable for a week. According to the posts on their official forum almost nobody can get the game to work and NO devs are responding. I literally cannot start a game at all, and the "message of the day" is still the same one as last week. Are all the devs on vacation? If I was Microsoft I'd be pissed.
  18. Yes, already have that bookmarked. At one point, global worked for the aura. Now it does not. Or maybe I changed it to global accidentally. Don't know. All I know is that the aura used to work, stopped working, I changed it to player and now it works again.
  19. I think I figured it out. At one point, the line "type": "global", Was changed to "type": "player", In the Public mod. Or maybe it was always that way. I'm not sure. Any rate, "type": "global" worked at one point for the aura, but now does not. so, I changed DE's aura to player from global and it works. Now I'm wondering if I have other auras with type global that do not work and I haven't noticed.
  20. Yep, I tested the glory loot again and it works. Wonder of the Ages doesn't work though.
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