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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I understand. Just don't polish 1 map though, keep eye out for other cases too.
  2. 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.
  3. 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.
  4. No, that's not what I meant at all. lol. How is what I suggested like a Blood map in any way?
  5. Timestamp next time, brotato. EDIT: No, not like a Blood map at all, actually.
  6. 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.
  7. 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?
  8. Clearing cache didn't work. What was the file that caused the rounding error? Maybe I've modded it.
  9. 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.
  10. 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.
  11. How to reproduce is load a match in DE and let the AI player do its thing.
  12. 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.
  13. Serengeti or African Savanna sound more ethnic or correct to me. Your mileage may various. "Plains" sound generic.
  14. 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.
  15. Give this one some love, guys. He really like the game.
  16. 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
  17. I think it would really help AI and players for that matter build walls if walls could be build over trees.
  18. 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.
  19. I too suggest Scythians. I was going to add them to DE, but I think better to collaborate. I have try some tests with movable buildings and it work just fine, using the Upgrade feature already in the game, meaning no need for new feature.
  20. For a radical departure for Carthage and mercenaries/embassies, see DE. In short, mercenaries are unlimited to build (basically they just have a huge upper limit), while citizens are the ones that are limited. I'm not happy with them in DE currently, but I think it's on the right track. I haven't spent much time tweaking it, but this thread gives me ideas. I think what I'm going to do is get rid of the unit limits and limit the buildings differently: I'll make it 1 barracks per civic center (this trains citizen soldiers) and remove the limit on embassies. I really like the "choice" you have to make in vanilla, but I agree it's too limiting. Maybe the idea was to make the embassy mercs train super fast and was never implemented. A solution for vanilla may be to come up with a 4th embassy culture and then have 2 sets of paired techs that allow you to choose which 2 embassies to unlock. Once unlocked, you can build an unlimited number of them. Too bad we can't have more complex tech decision making beyond just pairs, though the vanilla game removed all complexity in technology many alphas ago.
  21. I do agree that the vanilla Elephant Archers are strange indeed. They should be slower than other cav archer obviously (half as fast) and higher health (maybe double health, exact number is unimportant in alpha). It's an elephant, not a horse, make it unique some way. Just get it close for alpha, fine tune in beta. I like Lion's idea of making the priests have other abilities too. I'd make the abilities unlock with tech. Maybe use some old school tech names like "Fanaticism" for conversion.
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