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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. 5) In Delenda Est, play as the Principate Romans to see a "proof of concept" for the slave vs. citizen concept. 6) Phase 4 in DE is a lot different than what I propose here in this thread for the main game. In DE, Phase IV is more about gaining access to those high level upgrades to help break a stalemate or dominate your opponents. Reaching phase IV isn't necessary for victory, as I imagine most "competitive" games playing DE would end in phase 3, like in Age of Empires games. No, Phase IV in this proposal is much different, it's more about designating one of your provinces your "Capital", and thus gaining some very special advantages for this province. Only one province can be the capital, and it's achieved by building a wonder inside its territory. I agree, it's not about "removing" micromanagement, it's about changing its nature, from that of micromanaging the movements of every single little soldier, to managing the movements and attacks of groups of soldiers. It's a much different feel. It also moves management from the single-soldier mosh pit style to the tactical placement, charging, standing ground, etc. of the mass combat that defines the era of the game. The player can feel like he or she is commanding a battle instead of MCing a rave.
  2. Ammo bag should be a prop. Something that's been missing for a long time.
  3. C:\Users\Alekusu\Documents\My Games\0ad\mods Works too.
  4. Because it is only partially implemented broseph.
  5. Choosing a Latin word gives a teachable opportunity in regards to the pronunciation of the letter V.
  6. I. Have. Working. Merc. Camps. In. DE. There is no need to wait until part 2 unless by choice.
  7. See DE for a semi working version of the ishtar gate.
  8. There can be a workaround. Resize your assets to be smaller, which makes the map appear bigger. Would take a lot of adjustments, like camera settings, movement rates, resize terrain textures in their xml files, etc. but could be done. A lot of work. I could see a fun type of game kind of like a real-time RISK, using gameboard pieces that you can move around the "board" attacking each other and capturing provinces.
  9. Yeah. Also, I believe arbitrary obstruction sizes for units was removed in favor of hardcoded obstructions, hence the "passability classes". Can a team member shed some light on this part?
  10. Mercenary Camps work 100% effectively in DE. What's the issue you are having again? Do you mean in regards to multiple civs getting access to the same merc unit? Like, say, on an Egyptian-style map, every player, regardless of civ, can get an Egyptian mercenary from the camp? Yes, you are right, that is an issue i ran into when doing it in DE, so I abandoned biome-specific mercs for now until the issue you brought up is fixed. It's not as problem at all if the unit is a champion, but a builder unit runs until problems as you mention. As a workaround, biome-specific mercs can just not be builders. That could work until a proper fix is made.
  11. As far as I remember, the footprint element in the templates has absolutely nothing to do with obstruction or passability or pathfinding.
  12. Well, let's get on it! EDIT: Just downloaded the Terra Magna mod from github. It is quite playable. Lots of errors when both TM and DE are enabled of course, but no matter. If we can get the 3rd hero in there, maybe move the crossbow units to the merc camp?, and get a wonder modeled, I could get these guys compatiblized with DE in the course of a weekend. When A22 debuts, I cross-promote Terra Magna when I release DE-A22 by highlighting the Chinese included in DE and point to TM, which includes an additional civ not available in DE.
  13. I also forgot, we need a Wonder as well, since in Delenda Est building a Wonder automatically advances the player to the final age.
  14. I call the Mauryans the "Indians" in Delenda Est, already. Also, the Ptolemies are called "Egyptians." EDIT: I've toyed with calling the Greek factions Greeks (Athenians), Greeks (Spartans), etc.
  15. Well, I'd like to just start with the Han first. lol. I'll call them Chinese for now, because I think most players will understand that better than "Han". For instance, the reason the Achaemenids are called "Persians." Later, if there's another Chinese or Persian faction added, then they can be "Chinese (Han)" and "Persians (Achaemenids)", similar to how I do Romans (Principates) and Romans (Republicans).. Anyone else have thoughts or objections?
  16. Hi. I would like to port the Han to Delenda Est with your permission. This means I will need to adjust them to make them compatible with DE gameplay. They'll use the Mauryans' Buddha statue for their Cult Statue for now, and I'll give them at least 2 mercenaries for the merc camp. If I would add them to DE I would also like to come up with 2 more heroes and fill out their champion roster. Does this sound okay to you? Thoughts?
  17. Hit #125 in mod popularity yesterday after releasing just 1 image.
  18. Footprint is not same as passabilityclass, so you must be specific. All warships have the same passabilityclass -- ie obstruction.
  19. If it's done with promotion, then the next template just has a different footprint value. If done with tech effects instead, then it would need extra code in the core game since changing footprint is not currently a possible tech effect. Using a RequiredTechnology tag is a very nice solution. I like it. This looks like the best option.
  20. hi guy. I was thinking of making the warships upgrade in a line, a progression, like with Age of Empires and other games. Basically, the reason is because the differences between the light, medium, and heavy warships are not significant. I mean, at all. They basically are just a step better from the ones before. More health, more cost, higher attack, more garrisoning space, etc. etc. So, why not just enshrine this step process with an upgrade line like in Age of Empires? So, the core game and Delenda Est display 3 major ways of upgrading units. Promotion. I could use promotion techs to go from Light to Medium to Heavy, just like how promotion techs work currently in Delenda Est to take units from Basic to Advanced to Elite, and how core game upgrades Hypaspists to Silver Shields. Pros: Easy to do. Works good using current code. Cons: I'd have to make the warships have some xp requirement like 2000+ or something and this looks kind of bad, plus makes it possible for a Light Warship to promote to a Medium warship, etc., on its own, and I don't want that to happen. Fix 1: Ask that the code allow for infinite xp requirement, and that the when the requirement is infinite the UI does not show the xp bar next to the portrait at all. This would work wonderfully with minimal changes to the code as far as I can envision. Please tell me if this is a wrong guess. Fix 2: This is the ideal fix, but would require more work: A whole new simulation component for upgrade lines akin to what AOE and other games have. Fix 1 could work just fine to do this though, so I'm not sure a whole new component would be completely necessary as long as modders know about the Fix 1 functionality. Actor Swapping and Tech Editing. This option really sucks. Basically, can put an actor swap in the tech and then adjust all of the stats of the ship with a tech. There would be one warship template and then each tech would adjust the stats upward. Pros: Not much new code necessary, except the tech effect of changing footprint sizing. It's flexible, maybe overly so. Cons: so many cons with this one. You lose the medium and heavy warship templates and possibility of placing them in the editor, etc. Kind of a messy workaround, plus since there's some code changes needed anyway, best to just ask for a better solution like with Fix 1 above. Individually Upgrading. I like the Upgrade feature a lot. I use it in Delenda Est for Spartiates so you can upgrade 2 of them to Olympic Champions, upgrade individual wooden towers to stone, etc. But I'd rather use this feature to do individual upgrades like adding catapults, etc. to the ship instead up upgrading the whole ship. I want a line progression of warship upgrading, rather than upgrading individual ships, so this option seems to not work for me. My question is, how best do you guys think this can be achieved? I am thinking it is to request some minor changes to the promotion feature code in the core game. Unless this functionality is already in that component of the code and i am ignorant.
  21. Well, one could argue it's about "customization" of the gameplay, but now you're putting other players at a possible hidden disadvantage because they are using the default 5-batch, unawares of the customizable batch option. IMHO, UI things should be a level playing field.
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