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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Alright, got it done. Thanks for that. No more error message.
  2. Thankyou. This should point me in the right direction.
  3. Perhaps you can do a little research and see if there are open source or free or low cost solutions the team can use to add such a feature to the site.
  4. DE just uses the public one. Perhaps a problem?
  5. Two requests before you guys go code freeze. #1: I get this error message often. Could it be because of my new resource type? Not sure. WARNING: JavaScript warning: simulation/components/Barter.js line 45 reference to undefined property multiplier.buy[resource] #2: I still get the problem where if there are civs with no building health civ bonus, then they think their buildings are damaged and need repaired. This hurts the AI significantly playing those civs when their units gather around buildings to "repair" them perpetually. To clarify, civs with a building health bonus, like the Greek civs, do not have this problem. Similarly, the Celts who have a building health penalty are likewise unaffected by the bug. I get no error messages pertaining. Maybe it's related to these weird values that show up in the tooltips. Rounding errors?: commands.txt
  6. Scythians would be great to add for the main game, while the Xiongnu for Terra Magna. re: Champions. I've done a lot of reading on the Han. Too much reading, actually, and I didn't take notes. lol, so now I have to go back and read again. But... one thing I did take from my reading what at various times during the empire, the emperors would create different "guard" units for different purposes. For instance, at one point there was a guard unit created specifically to guard the gates to the palace. And these guys would go with the emperor on hunts. This kind of things is all over the place. So, for the infantry champion, I was thinking of something kind of generic, like "Palace Guard." A champion infantry archer which can switch to spear or two-handed sword and back to bow again. For the cavalry champion, I was thinking a heavy lancer that can do the same thing, switch to bow and then back to lance. I do this kind of thing in DE, successfully, with the Mauryan Maiden Archer. This would be the Qin Men Guard Cavalry? Anyway, here's what I got for the Palace Guard Archer -- Hu Ben? --and his sword version: I was thinking of giving them new shield textures. I also think the feathers on their helmets should be bigger and more flamboyant. Should they be more casually dressed? @wolflance @Ayakashi Also, maybe the tall feather things on their backs can go on the Imperial Guard Cavalry, Qin Men?
  7. Working on a Han Chinese blacksmith tech tree. Here is a possibility. By the way, seeking ideas based on history. Aura Imperial Armories: Unlock the Imperial Armory aura which reduces the wood and metal costs for soldiers and siege weapons by a fixed amount for each blacksmith built. Limit of 5. Phase II Pair 1: Unlike for all other civs, for the Han Chinese this pair is not necessary to unlock all other blacksmith techs. They simply take 2x as long to research. Forging: Blacksmith techs -25% cost. Metallurgy: Blacksmith techs -50% research time. Pair 2-A Crossbow Standardization: Crossbow Infantry and Crossbow Cavalry +10% attack and -10% cost. Bamboo Longbows: Archer Units and Ranged Buildings +10% attack and +10% range. Pair 3-A Iron Spearheads: Spear Infantry and Spear Cavalry +20% attack. Ironworking: Sword Infantry and Sword Cavalry +10% attack and -25% metal cost. Phase III Pair 3-B Unknown - Infantry Based: Need ideas. Unknown - Infantry Based: Need ideas. Pair 4-A Unknown - Cavalry Based: Need ideas. Unknown - Cavalry Based: Need ideas. Pair 5-A Unknown - Champion Based: Need ideas. Unknown - Champion Based: Need ideas. Phase IV Single Tech 4-B Unknown - Cavalry Based: Need ideas. Single Tech 5-B Unknown - Champion Based: Need ideas. Single Tech 6-A Unknown - Hero Based: Need ideas.
  8. The game needs move-attack ability. Ability to swing sword, etc., at fleeing target when chasing.
  9. This is generally how I use melee cav in DE. Spear Cavalry are "line" cavalry, with smaller attack but more armor so they stand up better in a melee, while Sword Cavalry are faster and have larger attack, but are easier to kill with lower armor. This mirrors the Spear Infantry and Sword Infantry stats, proportionately.
  10. You already answered your concerns when you suggested an "Advanced Options" toggle. The team can decide which victory conditions are the "default" and then let more advanced players adjust these if they want.
  11. For A23 there should be a roadmap of desired features hashed out by the core team members. I can't imagine why this wouldn't be one of them.
  12. I like the "shout out" animation. It's graphical and tell the player what's happening. I like the animated chevron icons you posted too. Here's what I propose: If we have battalions, you can promote individual battalions by using either XP or Glory. When you do this manually and they aren't in battle, they use the "shout out" animation and the animated chevron appears briefly above the battalion. When the battalion is actively in battle and they auto-promote to the next rank or you promote them manually while they are fighting, then all you see is the chevron animation. That way the combat isn't interrupted. It's just I'd like to see the "shout out" animation kept in some fashion. I like to see some kind of emotion from the troops. Adds to the flavor I think. Similarly, I liked in AOE3 when your troops would cheer when they killed all of the enemy. That was a cool touch that added polish.
  13. Yes, and when you click a button in the UI which is disabled for whatever reason, for instance when you try to train too many Hoplites but you've run out of wood. AOM had this, it was like a "ANG!" sound.
  14. Yes, I would include a horizontal scrollbar, I was just lazy when create the image. lol.
  15. @s0600204 had a working patch for a library. BUTTTTTTT, back to the TOPIC of the thread. What I propose is something like this. @fatherbushido
  16. These are game modes, IMHO. They have unique victory conditions, but is more of a game mode, unless you want the flag placement to be random, like the catafalque placement for Capture the Relic, then I guess it could be on this list.
  17. Hmm, that is what we call "structree" in 0 A.D. and is generally already in the game. The "Library" is this thing: errr, all I'm talking about is showing the Civ Bonuses and Team Bonuses in Structree.
  18. Yes, I had this thought too. I think the information in the current "History" section of the game should be merged into "structree." And then "History" can be renamed to "Library" or something and given the Age of Mythology treatment, ala @s0600204's old awesome patch with the right-click ability to open Library entries on entities in the game. The layout of "structree" can be modified to include the information present in the civ.json files... I propose to do that with icons/portraits and tooltips. There would be a section each for Civ Bonuses and Team Bonuses. If they are auras, then give aura files the ability to have a portrait. In the Bonuses sections, the portraits would show and when hover with cursor, tooltips would tell you what you want to know.
  19. I think the coolest and most comprehensive way to do victory conditions would be, as @elexis mentioned, to have a list of different conditions and let the host select them with a check box. That way, you can have multiple routes to victory if desired. Can maybe allow the players to create presets too, although if there are, say, less than 20 possible conditions then presets may not be necessary. Kill or Capture All Enemy Units and Buildings Kill or Capture All Enemy Units Immediate Victory or Timer Kill All Enemy Heroes Immediate Victory or Timer Destroy or Capture All Enemy Buildings Immediate Victory or Timer Destroy or Capture All Enemy Civic Centers Immediate Victory or Timer Capture All Mercenary Camps Immediate Victory or Timer Wonder Victory Immediate Victory or Timer Score Victory Choose Score Amount Team score or individual score Capture and Hold All Relics Immediate Victory or Timer Map Control Percentage Choose Percentage Immediate Victory or Timer Population Race Choose Population Amount Immediate Victory or Timer Technology Race Phase Race Game host checkmarks all the victory conditions she wants. Other things, like Capture the Flag and Deathmatch and King of the Hill are game modes to me, not victory conditions in themselves, though a couple of them might come with their own custom victory condition. Victory Conditions can be applied to nearly any style of map, while Game Modes might have other variables that prevent application to all maps. I'll start a game mode thread.
  20. A quick tip regarding Delenda Est. Random Maps do not have farmlands, so farming will be considerably nerfed on random maps. Better to play the mod on Skirmish maps; I was able to add farmlands to every one of those. Oh, and Alpha 22's version of the mod is going to be so good. Much improvement over A21's mod. So much wow, you won't mind getting off your cell phone.
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