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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I honestly thought this stuff was going to be player color. Makes sense since the orther civ textures do the same thing with these kind of detail. I also liked this part of Sundiata's texture attempt:
  2. Either way it is done, wandering need to be turned off when task to the corral. Or maybe corralable animals just don't wander.
  3. It would have worked just fine if the wandering could be turned off when garrisoned.
  4. Have you look at corral trickle Trac ticket? i had it working in DE for food trickle from garrisoned sheep. Even had the sheep show up inside the corral. Problem is, the sheep entity would stull do its "wander" animation and even wander out of the corral, while the actor itself remained at the prop point. lol, it was a weird bug, though not unfixable. I am curious how you are doing it.
  5. IMHO, always get into habit of dropping off resources at the nearest dropsite before you task them to do something else -- like build, or attack, or go gather some other resource. If you do not dropoff the resource first, all that time those unit spent gathering those resource has been wasted. It's one of my biggest peeves when watching all of these video.
  6. I think Mauryan should get Elephant roundup by default. Other have to research it.
  7. Spies/Omniscience is for players who want to play Conquest all or conquest units. Of course it's not needed for other kind of victory conditions...
  8. I can't wait til next alpha. All new unit meshes and animations and all new UI buttons for unit and structure. Will look much better in videos.
  9. Some Youtubers see it and say, "It's an alpha, so glitches will happen." People see it and think it a glitch.
  10. uh, guys, it does look stupid. It's telling that you have to come up with 500 word essay to justify it not looking stupid.
  11. I really don't understand some of the decision with units. 3.5 second attack for spear cavalry. Why? sheezwow. Looks ridiculous.
  12. Yes, it intentional. You think they should start with a Punic Cavalry probably?
  13. A 1 or more paintable "layer" in atlas would be nice for this. But in meantime, my placement obstructor makes up the difference.
  14. Hey guy. So, on some maps the AI builds things in bad places, like choke points and pathways. This is a major problem on maps like Acropolis where paths down from the top of the starting area should not be blocked. The AI often will block these paths with buildings, mainly houses. So, I have make obstructor to prevent this. It prevent building construction and placement, but does not block pathfinding. It is only visible in Atlas. Attached is the template file if you wanr to use it for vanilla or your mod. <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_entity_full"> <Footprint> <Square width="38.5" depth="7.0"/> <Height>9.0</Height> </Footprint> <Obstruction> <Active>true</Active> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>true</BlockFoundation> <BlockConstruction>true</BlockConstruction> <DisableBlockMovement>false</DisableBlockMovement> <DisableBlockPathfinding>false</DisableBlockPathfinding> <Static width="37.0" depth="6.0"/> </Obstruction> <Selectable> <Overlay> <Outline> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.4</LineThickness> </Outline> </Overlay> </Selectable> <Visibility> <RetainInFog>true</RetainInFog> <AlwaysVisible>false</AlwaysVisible> <Corpse>false</Corpse> <Preview>false</Preview> </Visibility> <VisualActor> <Actor>structures/hellenes/wall_long.xml</Actor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>false</SilhouetteOccluder> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor> </Entity> A few minor problems: I don't know what DisableBlockMovement and DisableBlockPathfinding mean, lol. Regardless, it seem to work as needed. And, also, the tooltip in-game when preventing the placement of building says something about can't place new building over an existing building. Obviously the player cannot see a building there, so might get frustrated. This is minor, since most human player will not choose to block the path with buildings in most instances. placement_obstructor.xml
  15. Hey guy. I remove the Greek architecture auto-research tech for Hellenic civs. Instead, I make it a aura, and then I make the Stoa show up in skirmish maps. As long as the Stoa stands, the Greek Architecture civ bonus is given to the player. This is part of my quest to give each civ a unique thing at the start of the match. The Stoa is achieved with a skirmish object -- default_stoa.xml. Some civ already have unique things at the start, others do not. Athenians: Stoa Britons: War Dog Carthaginians: ? Epirotes: Stoa Gaul: Druid Iber: Stone Walls, 1 free sheep Macedonians: Stoa Mauryans: Worker Elephant Persians: 1 extra free cavalry unit Ptolemies: ? Romans--Imperial: ? Romans--Republican: 1 extra free swordsman Seleucids: 1 extra free cavalry unit Spartans: Stoa, 1 free Spartiate Thebans: Stoa
  16. I think you are using wrong terms. Current way is with stats-only, with a couple exception. Old way is with hard-counters --attack bonus and penalty.
  17. Taking down buildings with sling stones is not "historically accurate" either.
  18. I was thinking of removing heroes from the base game anyway in DE and replace them with Officers and Standard Carriers, who replace much of the hero functionality. The game would then just use hero for Herocide, scenarioes, and campaigns.
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