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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hi. I would like to port the Han to Delenda Est with your permission. This means I will need to adjust them to make them compatible with DE gameplay. They'll use the Mauryans' Buddha statue for their Cult Statue for now, and I'll give them at least 2 mercenaries for the merc camp. If I would add them to DE I would also like to come up with 2 more heroes and fill out their champion roster. Does this sound okay to you? Thoughts?
  2. Hit #125 in mod popularity yesterday after releasing just 1 image.
  3. Footprint is not same as passabilityclass, so you must be specific. All warships have the same passabilityclass -- ie obstruction.
  4. If it's done with promotion, then the next template just has a different footprint value. If done with tech effects instead, then it would need extra code in the core game since changing footprint is not currently a possible tech effect. Using a RequiredTechnology tag is a very nice solution. I like it. This looks like the best option.
  5. hi guy. I was thinking of making the warships upgrade in a line, a progression, like with Age of Empires and other games. Basically, the reason is because the differences between the light, medium, and heavy warships are not significant. I mean, at all. They basically are just a step better from the ones before. More health, more cost, higher attack, more garrisoning space, etc. etc. So, why not just enshrine this step process with an upgrade line like in Age of Empires? So, the core game and Delenda Est display 3 major ways of upgrading units. Promotion. I could use promotion techs to go from Light to Medium to Heavy, just like how promotion techs work currently in Delenda Est to take units from Basic to Advanced to Elite, and how core game upgrades Hypaspists to Silver Shields. Pros: Easy to do. Works good using current code. Cons: I'd have to make the warships have some xp requirement like 2000+ or something and this looks kind of bad, plus makes it possible for a Light Warship to promote to a Medium warship, etc., on its own, and I don't want that to happen. Fix 1: Ask that the code allow for infinite xp requirement, and that the when the requirement is infinite the UI does not show the xp bar next to the portrait at all. This would work wonderfully with minimal changes to the code as far as I can envision. Please tell me if this is a wrong guess. Fix 2: This is the ideal fix, but would require more work: A whole new simulation component for upgrade lines akin to what AOE and other games have. Fix 1 could work just fine to do this though, so I'm not sure a whole new component would be completely necessary as long as modders know about the Fix 1 functionality. Actor Swapping and Tech Editing. This option really sucks. Basically, can put an actor swap in the tech and then adjust all of the stats of the ship with a tech. There would be one warship template and then each tech would adjust the stats upward. Pros: Not much new code necessary, except the tech effect of changing footprint sizing. It's flexible, maybe overly so. Cons: so many cons with this one. You lose the medium and heavy warship templates and possibility of placing them in the editor, etc. Kind of a messy workaround, plus since there's some code changes needed anyway, best to just ask for a better solution like with Fix 1 above. Individually Upgrading. I like the Upgrade feature a lot. I use it in Delenda Est for Spartiates so you can upgrade 2 of them to Olympic Champions, upgrade individual wooden towers to stone, etc. But I'd rather use this feature to do individual upgrades like adding catapults, etc. to the ship instead up upgrading the whole ship. I want a line progression of warship upgrading, rather than upgrading individual ships, so this option seems to not work for me. My question is, how best do you guys think this can be achieved? I am thinking it is to request some minor changes to the promotion feature code in the core game. Unless this functionality is already in that component of the code and i am ignorant.
  6. Well, one could argue it's about "customization" of the gameplay, but now you're putting other players at a possible hidden disadvantage because they are using the default 5-batch, unawares of the customizable batch option. IMHO, UI things should be a level playing field.
  7. I still don't understand the point? And Iberian houses aren't 3 pop.
  8. I imagine there will be this odd little meta game to decide the "optimal" batch training size and once someone finds it, everyone will be forced to use it to remain competitive. I find it strange that the option was added.
  9. This can be found in the phase tech json files, opened by any text editor such as notepad or notepad++. For example, we see this for Town phase: "tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. Citizen soldiers max health increased by +20%. All structures +7 garrisoned regeneration rate.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" }, { "value": "Capturable/GarrisonRegenRate", "add": 7.0, "affects": "Structure" } ], And this for City phase: "tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Citizen soldiers max health increased by +10%. All structures +9 garrisoned regeneration rate.", "modifications": [ { "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" }, { "value": "Health/Max", "multiply": 1.1, "affects": "CitizenSoldier" }, { "value": "Capturable/GarrisonRegenRate", "add": 9.0, "affects": "Structure" } ], To put it succuinctly, all citizen soldiers gain health when phasing up.
  10. Yeah, I don't know why wfg do not do developer vlogs like this guy.
  11. Blue player have hack of key binds to alter the batch training sizes at will, or is he continually going to the menu and changing it there.
  12. Right, level 3 is the rub, because there are sub-levels to it, like, should the engine support training whole battalions, even if the core game doesn't do it that way, etc.
  13. He's saying the code would support all three levels. Which level the core game actually implements is what you're probably talking about.
  14. Ideally, they'd make the implementation in a way where mods can choose to have hard battalions or soft battalions. Though, I would not expect that functionality to be built-in if the core game goes with soft battalions. Core game comes first of course. It would just be nice, so I don't have to wrangle some like-minded folk together to essentially fork the code.
  15. If there are separate Slaves and Citizens from the soldiers, then it's easy to have an econ cap without negatively affecting combat strategy. Age of Mythology already do this by capping citizens. Can be a hard cap or soft cap. Benefit of a hard cap is that it is very simple and easy to understand and be aware of. Benefit of a soft cap is that there's more flexibility and still benefits from expansion. Bad thing about a hard cap is that it feels artificial and arbitrary and ideally should be scaled by match pop cap setting (not difficult to do). Bad thing about soft cap is that it's variable and is just another thing that has to be managed by the player. There are pros and cons. Another way to soft cap the economy a bit is to make things more expensive as the game progresses. Ideally, this should be a quantity vs. quality decision by the player. As units are teched up, they can become more expensive, soaking up some of that excess economic output.
  16. Here's an idea. If you guys don't like what I proposed here, then make your own thread for others to rip your proposals apart. Sound good? Meanwhile, none of our proposals will get implemented. Actually, from what I hear the closest thing that'll come to fruition will be: Same darn game as it is now, but you can lock soldiers into a formation if you want to and disband them at will. There you go. I predicted the future.
  17. My guess is he increased the total lightness to make the black grey, then re-darkened the deeper ocean parts.
  18. @Servo, guy, you are confusing me. Are you saying you want this design to include hacks so you can bypass the pop limit? Simply for your personal enjoyment? Because at first it seemed like you were criticising the design because it might allow for such hacks. Make up your mind and make a simple complete statement on the matter or stop derailing my thread.
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