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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Tribute is kinda weird. You're right, it's some kind of meta thing -- wire transfer isn't a bad analogy. But functionally, it's more a feature to promote teamwork, so that's why it's there.
  2. Should add "Bribes" to game stats screen under mischellaneous. Another extension would be to have levels of spy craft. Researching each level adds more classes of enemy units --and maybe even buildings at high levels-- to random bribery. Or the more bribes you buy, the higher the level of spy craft.
  3. Uh, so a spy feature is implemented. How the heck do you use it? I can't for the life of me figure out how it works. When you guys add a new feature, it would be good to make a post explaining it. Here or on moddb, doesn't matter. Promote your work. EDIT: I figured it out regardless. It's, uh, unteresting. I definitely wouldn't have done it this way at all, but hey it's not my game. EDIT2: @Lion.Kanzen After researching the tech, go to the Diplomacy window and choose an enemy player to bribe. It will choose a random unit of the player's to bribe and give you their vision for 15 seconds. At the least, the tooltip for the bribe button should give you the cost of the bribe.
  4. The team can have whatever faction they want... Nope. Not sure how you can come to the conclusion that removing civs can reflect more diversity. Having individual civs, instead of "paths" allows for showing more uniqueness right from the start of the match. Easy example is Macedonians and Spartans and Athenians, who are much different from the start of the game, at least as different from each other as they are from non-Greek civs. With "paths" you lose this. With mods like Delenda Est, this is magnified even more. Also, chill out. Mods like Delenda Est and Terra Magna are adding many civs, like Han Chinese, Kushite Africans, and possibly Nabataean Arabs and Scythian Nomads. Some minor talk have been said about including some of these with the game as a proof-of-concept for modding. Game is in alpha, need I remind everyone.
  5. I understand. Just don't polish 1 map though, keep eye out for other cases too.
  6. Does it have to be random? Can just find 3 or 4 good lighting settings of consistent aesthetic and randomize between those. That way you know the map will always look good. You can do what you want to do with disabling techs and buildings, but I think you may open a can of snakes. For instance, you should disable the cartography tech then in non-team games -- 1v1 and locked-team free for alls. But what if there is a 1v1v2. Disable the tech for the first two player and not the last two. Got the code for that? There are a lot of edge case like this, so if you want to be consistent, be prepared to go all the way, IMHO.
  7. I know what a Blood map is quite well. My favorite Blood-style map from the MSN Gaming Zone days was Hooters Hood. No, what I was suggesting is having a "deck of cards" system similar to that AOEO video from Rofl -- or like AOE3. Each 0 A.D. civ could have 10+ heroes to choose from and players can have premade decks of them -- one hero for each phase of the game, hopefully moddable to 4+ phases -- and the player would get these heroes when they phase up in the game. Based on the deck of heroes you choose you get those heroes when you play the game. So, Persians could have a bunch of Persian heroes to pick from, but the player can only choose 3 -- or 4 for DE -- and assign them to a phase. I imagine in a herocide game, the hero you get at the beginning would be randomized from the 3 or 4 heroes you have in the deck you chose during match setup. In most other gametypes you get a hero at the start and a new hero each time you phase.
  8. No, that's not what I meant at all. lol. How is what I suggested like a Blood map in any way?
  9. Timestamp next time, brotato. EDIT: No, not like a Blood map at all, actually.
  10. I like the advisor thing at the beginning. If 0 a.d. did something like that, it could be done in the game setup, and players can make presets or decks of advisors. I'm think it could be free heroes that spawn at the beginning of each phase. Instead of training the heroes from fortresses. Provides opportunity to give each faction many many more hero choices, and the decks of heroes creates a meta level for the game.
  11. It's not such a big deal until the next autobuild, and then I'll see if problem persist. I do not know how to compile, no. I was just hoping it was a file I modded or something. I don't know why you can't reproduce it. Maybe because you on Linux and me on Windows?
  12. Clearing cache didn't work. What was the file that caused the rounding error? Maybe I've modded it.
  13. Just synced all my 22 day changes. Sorry about that. Also, sorry miscommunicattion. I mean they gather themselves to a building, not that they are try to gather from the building. Maybe wrong word choice. EDIT: It looks like it may only happen with the Mauryans. EDIT2: Nope, happends to the Egyptians too. Looks like they are task to repair the buildings for some reason. I find this by using Display Selection State as mimo suggested. They reach the buildings and then just idle.
  14. I suggest adjust lighting setting for the polar one. All the ground texture are blown out. Try lighting more like Howe Sound. Just a suggestion to stop the blow out effect.
  15. How to reproduce is load a match in DE and let the AI player do its thing.
  16. I don't think what I proposed is all that complicated, just different from what the other civs do. I like the M250 temple. Could call it Temple of Victory and make it Wonder.
  17. Serengeti or African Savanna sound more ethnic or correct to me. Your mileage may various. "Plains" sound generic.
  18. I have notice a newish bug with unit AI behavior. The AI player's units will spontaneously gather around buildingss. 1 unit per building. Happens every match, hinder the AI player and reduce the challenge. Units will gather around all types of building, not just house. Can you diagnose problem or do you need extra files? @mimo whoever. \ I entertain the idea it is because of some mod changes, but I am not sure.
  19. Give this one some love, guys. He really like the game.
  20. Alexander the Great's catafalque and castrum doloris -- funerary bier -- would be perfect for this object. It nice and historical and not generic. http://www.ancient-origins.net/opinion-guest-authors/tomb-alexander-great-part-1-001807?nopaging=1
  21. I think it would really help AI and players for that matter build walls if walls could be build over trees.
  22. Well, the Pyramids are phase prerequisites, the wonder is not*. Though, I like your idea of making it a special building instead. It should be smaller in my opinion than the Ptolemy wonder, so not to be confused with wonder. Maybe possible to make building 5 pyramids a "wonder" victory for these guys? For the pyramids, can make the player have to build 2 of them for Town phase and then maybe 3 more for City phase, so they have to have multiple ones. With auras, you can make the pyramids increase in cost for each one you build. Instead of the phase tech increasing territory radius, each new pyramid increases territory radius. Actor variations can give them a nice variation in look, like houses have nice variations. Should investigate a way to make these pyramids auto-research the phase techs. See if that's possible with the current codes or ask the wfg team to give the engine this feature. If it's possible, then the portraits for these pyramids can be the phase portraits -- II, III, etc. The II pyramids can be smaller and the III pyramids larger and more ornament. Build Two II-pyramids and doo-doo-doo Phase II auto-researches. Then build three III-pyramids and doo-doo-doo, Phase III auto-researches. *In DE I use the wonder as the prerequisite for Phase IV, Empire Phase. If you don't include wonder, I'll just reuse the Ptolemy wonder for this purpose, no problem.
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