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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. For me? An 11. For someone who has pre-existing skills, maybe a 5. As long as someone codes the framework, the rest of us can gleefully provide the content.
  2. Yes, something like this either in-game or offline (and linked in-game) would be ideal. Unfortunately, this is just a mockup.
  3. Some further mockuppery 1. Game logo. The words below the logo could change base on the title of the enabled mod. 2. Click a red button for the main category ("Structures" in this example). Some articles can be listed under multiple categories if they are relevant. 3. A Drop menu quickly slides down 4. And the category header slides out 5. Choosing an item from the Drop menu (3) changes the article's Graphic 6. And the text of the item shows here, complete with a scrollbar on the right. I've only shown the text for the Athenian Civic Center for illustrative purposes. 7. The articles can be cross referenced. We can add inline links to relevant articles (on click), or have tooltips (on hover). In this example, "Solon" is linked because it's the Athenian Catafalque (Relic). "Citizens" is linked to the article under "Civilians and Economics" category that tells about the concept of "Citizens" in the game. "Athens" links to the "Athenians" article under "Cultures and Civilizations." "Greek" links to the culture article. "Council" links to the "Council Chamber" structure article. "Democracy" links to the Athenian civ bonus article. And lastly, "ostracism" links to that technology's article. 8. Back button and a "Random Article" button, akin to Google's old "I'm feeling lucky" button. 5,6, and 7 could be blank until you choose an article from the drop menu (3), or there can be a generic article and graphic detailing what a "Structure" is. Audio: A cool idea I had would be to play the object's selection sound any time you clicked it from the drop menu. So, click the Civic Center article in the list, the Civic Center selection sound plays as the article loads. Click a Technology article, the tech completion sound is played. Click a Civilization's article, there can be either a short civ-specific intro sound, or in the article itself can have a little that plays music from the civ's json.
  4. Working on sumfin Ultimately, I don't know if we'll do a comprehensive in-game, in-UI, encyclopedia, or if I could slap together a nicely made PDF using the History text provided by the good folks here and graphics I put together. We could even make the PDF ("Game Manual") open-source (and translatable?).
  5. The _special suffix prevents the unit from being trainable from a captured Barracks.
  6. "Random" is of course deterministic, not "truly" random, but to the end-player it appears random even if the sequence starts over after 78612 iterations. Hell, it'll appear random even if there are only 10 iterations. But back to the script, you can make objects appear at random locations by using the TriggerPoint objects in Atlas. It's already done on the Gallic Fields map. Just looking to make a script do something similar to that map, but just place an object 'Randomly' at one of 4 TriggerPoints.
  7. Preparing the Invasion Force: Amphibious Landing: Claiming an Aegean Island:
  8. Is there a way to make the Petra AI prioritize building (more) Docks/Shipyards and Ships on maps keyworded as "Naval"? It already does a good job at amphibious landings, choosing islands to take over, etc. It just doesn't seem to build enough Docks (and Shipyards in DE) and Ships in general. It trains a lot of Merchant Ships, but not enough Warships to protect them, and maybe 1 or 2 fishing boats even when there is an overabundance of fish on the map. Are there simple values that can be tweaked in the files or will there need to be new code and logic? It's already building ships and docks (and shipyards in DE), just not enough of them to be competitive on the water. i suspect (hope) that fiddling with some numbers will do it.
  9. Trigger.prototype.SpawnUnits = function() { var intruders = TriggerHelper.SpawnUnitsFromTriggerPoints( pickRandom(["A", "B", "C", "D"]), "gaia/treasure/special_argo", this.Count, 1); } I'm guessing I'm missing something.
  10. Hi y'all. For my latest iterations of the Cycladic Archipelago skirmish map in Delenda Est I've created a new treasure called, "The Argo", which is a shipwreck that gives a lot of Wood, Glory, and Coin loot. I'd like to make it show up randomly at 4 different points on the map or not at all. So, 20% chance at points A, B, C, and D, and 20% chance at no points. As I've modded a script (used on the gallic_fields_3p map in base game) for the Miletus Peninsula skirmish map to send pirate ships into your shipping lanes every X minutes, I hope this treasure placing idea is possible with scripting too. Anyone have any insights or want to help me with this?
  11. I kinda don't understand this. So, according to your opinion, WFG should sign any mod as long as it's not directly malicious? Even if it gives multiplayer players macros and other things? What if it's a "no fog of war" mod? As long as it's not a virus, then WFG should sign that and add it to the official downloads?
  12. Also, being able to block players. So, if you're a sniper cheat mod user, I can block you and not see you in the lobby ever again. You host a game with your sniper cheat mod enabled? Too bad; don't care; doesn't show.
  13. I think with an isometric mode, you could have AOE2-esque cutscenes.
  14. The Cutest of Borg. I played Xonotic several years ago. Nice little shooter clone. Liked it a lot. Is it still open source?
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