Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.235
  • Joined

  • Last visited

  • Days Won

    494

Everything posted by wowgetoffyourcellphone

  1. Hi guy. So, I fix the "cape" prop point in the new unit meshes. I did this by hand by edit in Notepad++ (just add prop- to the name of the node). I was hoping to fix the "helmet" prop point too. I think it need to be rotated forward if you look at them in Atlas, but I am not sure of the numbers in the collada file. I am sure they represent position and rotation, but I am not sure which number is which and in what notation they are be used. <node id="prop-helmet" name="prop-helmet" sid="prop-helmet" type="JOINT"> <matrix sid="transform">1 1.10134e-13 7.27118e-9 1.13687e-13 -1.20792e-13 1 4.02331e-7 -5.96046e-8 -7.27115e-9 -4.32134e-7 1 0 0 0 0 1</matrix> </node> If I do this by hand I can just apply the same rotation to all the meshes with Notepad++ instead of importing all the mesh to Blender (a program I am not familiar with anyway, so I would probably export them wrong). Or maybe I can just give the (cape-fixed) files to someone like @LordGood or @niektb and he can fix the helmet node and export again. @Enrique
  2. They do. Not sure if I like them, but they are uniqe to the Seleucids.
  3. Oh, I just thought it may have be too expensive. A dedicated server would really put 0 A.D. over the top.
  4. I am wondering if the team have investigate hosting all games on a server or allowing personal dedicated server with mods. How much would cost?
  5. It is not about progression though. These guys are basically at their peak. Only the Seleucids have a progression, but that is in the late game to give the player interesting choice of champions. And if you do all these upgrades for the Successors, then you have to do it for everyone else too. What are the upgrade chains for the Persians and Celts and Carthaginans?
  6. Those look better LordGoo. Good working. Now, can I dream a little bit? I was think that there could be 2 variation of Wall Towers. The open, flat top, and then ones with a roof added to the top. What this would be represent is an upgrade. At first, wall towers do not shoot arrows (like in DE). These are open at the top (like the ones you show there). Then, you can upgrade the wall towers with sentries so they can shoot automatically. They'd get a guard post on top. See the Roman and Greek wall towers for example of ones with roofs. This is visual representation of the upgrade.
  7. Would be useful for Deathmatch too (I say the majority of Deathmatch battles would want to start in the last phase). Also, remember "Post-" phase options. What mean by "Post-City Phase" you are ask? It means all the techs are automatically researched through that phase. So, Post-Town Phase would have all the research automatically done up through Town Phase, but not City Phase. A lot of Deathmatch battles in AOK era was Post-Imperial. This make a problem with Paired techs, but they could still be there, but free and instant (so the player can still choose, like the Seleucid reforms techs). Also, make sure it is extensible. Some mods have more than 3 phase.
  8. As a healing ability, I think it is folly. As a attack boost make more sense. Think about a pre-battle sacrifice! It would most likely boost an earmy morale than heal them (if the omens are favorable, of course, lol, but I think a player ability would always be favorable; or else! we make it mildly random that it could be favorable 90% of the time but give slight 10% probably that it could be unfavorable, is interesting!).
  9. At a point of this, I feel "part 2" will be achieve through modding. Enjoy the choice. But of course, what is each alpha if not mod of the previous alpha?
  10. 3 hps is a bit slow, will probably go up to 5. I am do not think that you can make something "decay loyalty" but also make it uncapturable. If something have capture points then it is automatically capturable I think.
  11. Don't know! I didn't think of that. I may play with that yet this week. Thanks for the suggestion.
  12. Berserker Elephants! Use upgrade feature to promote an elephant to berserker mode. Use this feature as a quick terror weapon to destroy and kill a lot of things in a short amount of time, but in the process you will likely lose the elephant. Upgrade automatically available in Empire Phase. Put one elephant in berserker mode or a bunch of them at once. Attack +150% Speed +25% Elephant trample aura increased Health decays by 3 hps, so the elephant will die Cannot be healed by priests when berserker Elephant cannot be rescued from this mode once it has gone berserker, you will lose the elephant (but it will cause a lot of damage to the enemy)
  13. Doable with the Upgrade feature already in the game (you can only do one Upgrade the object at a time). Already included in DE. Empire Phase ability.
  14. Right, better to do this than to make a 3rd set of walls to build.
  15. Better yet, make them a upgrade from regular houses, not just another actor variation. They would be perfect for this since they have same footprint. Either as a visual swap for the Home Gardens tech or as an 'Upgrade' you can do with individual houses. Good work LordGood.
  16. Making a 3rd tier of wall for Carthage is too much. The game already have this kind of thing with "wooden" towers and "stone" towers being 2 different towers (when the stone should just be an upgrade for the wooden, not 2 different ones). Buildings should not duplicate their uses (in fact, I contemplate just getting rid of palisades as buildable structures in DE). Just my opinion. It would be much cooler to make a new model for the city walls, okay, that is the footprint of the Greek, Egyptian, etc. walls (standard size), and then make another set of new models (same footprint) for the uopgraded "Triple Walls" tech. This would be cool. Game needs more visual upgrading. The current Carthage walls are comically big and ugly right now anyway. I do like the "low" stone walls you make in that other thread (though they would not be useful for what I propose here).
  17. Thank you, this is good info for making videos (lower res also reduce lag from Fraps).
  18. I agree. So maybe for next alpha I redesign a lot of the tech tree for DE. I would like to unlock thing like with my Sidearms tech in the Blacksmith. Imagine a tech that give sidearms (knives, small swords) to archers so they can fight back with melee when attacked. Unlock this with a tech and now we are cooking with peanut oil. Unlocks and visual Upgrades are interesting. Okay, crazy idea. What if a choice between upgrade MC to a CC or to a Fortress?
  19. I really like the choice between the Traditional Army and the Reform Army. It makes it strategic I think, plus give the Seleucid Empire access to more champion without oveerpowering. I have done some work to make the pike infantry and chariots better in DE ("massed pikes" aura for all pikeman, and "scythes" aura for chariots). Check it out when when alpha hits. I think it would be better to think of a way to make the Military Colonies (for Sele and Ptol) more interesting actually. I was think of giving the MC's an upgrade feature to malke choice to turn it into a full-Civic Center or not. Civic Center (in DE) have less military things in it, but have greater health, territory effect, etc., but if maintain as Military Colony keeps a forward base access to more military units.
  20. ; Force a particular resolution. (If these are 0, the default is ; to keep the current desktop resolution in fullscreen mode or to ; use 1024x768 in windowed mode.) xres = 0 yres = 0 It's suppose to change the resolution of fullscreen too (and does not change resolution of windowed mode for me either).
  21. I have not come inspired with one yet. Maybe this can be Ashoka's and the Mauryan team bonus can be something to do with pop cap. Maybe ally houses +1 pop (can we do +0.5 pop?).
  22. Player aura. It's basically a modified "Evangelism" team bonus. If I do this as Ashoka's aura, then what would be the team bonus for Mauryans?
  23. Okay, what about this one guys? { "type": "global", "affects": ["Temple"], "affectedPlayers": ["MutualAlly"], "modifications": [ { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.5 }, {"value": "Cost/BuildTime", "multiply": 0.5}, {"value": "Cost/Resources/stone", "multiply": 0.5}, {"value": "Cost/Resources/wood", "multiply": 0.5} ], "auraName": "Ashoka's Proselytism", "auraDescription": "Allied temples and temple technologies -50% cost, in resources and time." } The Cost modifications work, but the ProductionQueue ones do not (they work as tech modifications though, example: Metallurgy and Forging techs in DE). EDIT: For some reason the ProductionQueue modifications took effect after I teched to City Phase. Kind of weird!
×
×
  • Create New...