Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.275
  • Joined

  • Last visited

  • Days Won

    496

Everything posted by wowgetoffyourcellphone

  1. So, the official team remove most attack bonuses from official mod.Thise was because having hack, crush, pierce attack, plus hack, crush, pierce armor, plus attack bonuses and penalties was too much to balance. Maybe this is so. But instead of the official way (remove all bonuses except spear vs. cav), has anyone consider this? Remove all distinction in attack and armor type. Just have 1 attack value and 1 armor value, and then use bonuses and penalties for distinction. No more hack/pierce/crush anything. Just attack, health, armor, and bonus/penalty. Was this ever discuss? I give a example: Current Spear Infantry (values are just for example): 100 health 10 hack attack 5 pierce attack 0 crush attack 3x bonus attack vs. cavalry 4 hack armor 2 pierce armor 5 crush armor New idea: 100 health 10 attack 3 x bonus vs. cavalry 5 armor \Much simpler? Easier to balance? Just adjust bonuses and penalties instead of 3 potential attack types and 3 potential armor types. Just some thoughts I have while working this week.
  2. And one last thing, guys. You should all upvote any 0 A.D. video you see on Youtube. Also subscribe to 0 A.D. casters. I encourage this to all. I upvate every 0 A.D. video I see. Every language.
  3. #1. I watch analvaltus' videos often. He has a very correct usage of English I do not hear from other player. Quite interesting. #2. Finally I see something from someone else I have experience. I think mods have lots of lag from the AI, something I have suspected for a long time. This happen at the beginning of the match. I think the AI is confused about changes made by mods. I don't know which changes though. I get something about 5-10 fps for the first 30 seconds of match and then the fps boost up to 50+ fps after that. I do not see this with mods disable. #3. Millenium AD, is mod still in development? Why not sub-forum here like Delenda Est and Prodigal Son?
  4. I am making this up as I go. But yes guy, I think once the building is packed then any "memory" of what it once was is forgot. So, to go back to CC or Market, takes time and resources. The key I think would be to make moving buildings around a key element of gameplay of Scythians (and other nomadic civs). I am not sure yet how to go about this but I am committed to experimenting and trying to make it so, as Picard would say.
  5. You do not build a CC or a Market. You train more carts. It is the upgrading that cost the resources.
  6. Okay, so look like reduce fog by a factor of 10 works (just add zero, never multiply, is important, you die). So, fog go from <Fog> <FogFactor>0.00155273</FogFactor> <FogThickness>0</FogThickness> <FogColor r="0.756863" g="0.784314" b="0.831373"/> </Fog> to <Fog> <FogFactor>0.000155273</FogFactor> <FogThickness>0</FogThickness> <FogColor r="0.756863" g="0.784314" b="0.831373"/> </Fog> This makes it a little foggy at default zoom and get a little foggier when zoom max out. Fog goes away when zoom min in. Honest? With ISO view I think fog should just be remove on most maps, but on maps where fog is important to the design, like Northern Island, the fog can be reduced by this method and look good.
  7. Hmm, I would like to see a unique building set. And yes, the Odrysians would work. Their capital was Seuthopolis and was Greek inspire. Though, I think smaller building can look more rural or barbarian.
  8. Okay, my new thoughts about the Scythians. I think that large buildings like Civic Center, Market, etc. can "upgrade" to a Large Cart. And then this Large Cart can upgrade back to any Large class building (Civic Center, Temple, Market). There can be a Small Cart that can change to any Small class building and back again. So what this does is illiminate the need to remember what cart is which and the need to make a unique cart model for each building. You just have 2 classes of cart, Large and Small, and each can upgrade to any building in their class. Thoughts?
  9. Thracians would make a very cool mod civ though.
  10. BTW -- here is why fog would need to be reduce or turned off for ISO view:
  11. It is already easy to place building in the game. I know what you mean, but I don't think it is easier with a grid, unless you mean easier to use buildings to wall off chock point, then yes grid is easier. But I did think about that before your post, and I don't think it would be practical to have a grid in ISO and not have grid in Standard because of the maps mnot being made with grid restriction (trees, etc. would not conform to the grid).
  12. Hi guy. Back again with more ISOMETRIC VIEW GOODNESS and advocacy. I have plaid around with the setting again and come up with a update for the local.cfg settings: ; Standard View ;view.zoom.min = 45.0 ;view.zoom.max = 200.0 ;view.zoom.default = 100.0 ;view.fov = 50.0 ; Isometric View view.zoom.min = 1000.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 256.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.2 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work It also include a suggesyion for standard view settings. The difference between 45 and 50 FOV isn't much, but make for better screenshot. My settings for zoom I think should be implement for the game. Now, the ISO view. Like before, the problems are: clouds (could fix this by adjusting their height in iso view to something like 4000), distance fog (needs to be disabled or reduced by some fixed amount determined by testing), water depth (the 'Real Water Depth' option does not render correctly in this view and must be turned off; looks fine after that), and a big one is that action sounds can only be heard if zoom in all the way (I have not yet looked for sound setting in the cfg whhich to fix this). These setting do allow for zooming and it looks really cool.
  13. That would help my new Defense Tower upgrade feature too.
  14. It's only micro intensive because the upgrade feature is not feature-complete yet. Once you can upgrade multiple unit at the same time it won't be so bad.
  15. I didn't mean to put the ceasefire counter in this screenn.... just the ceasefire setting as it is now. Ceasefire counter should be very visible in the game.
  16. It is. Slaughter for food or set aflame to frighten elephants. Your choice. lol It use the new 'Upgrade' feature by @wraitii. I only wish I could upgrade many at once. Right now it is only 1 at a time.
  17. Haha, it's truth. The Romans figured out that elephants hate the sound of squealing pigs. What better way to make pigs squeal than lighting them with flames? Now, I have given all civs (except Mauryans for religious reasons) the ability to make flaming pigs from village phase onward. This is a way for players to help counter elephants, which are very strong in my mod, at any phase of the game. The pigs themselfs do not harm the elephants directly, they just reduce their attack and their max health, helping the defender units to kill the elephant. btw - this work against gaia elephants too. And I found a free pig squeal WAV, so now the pigs squeal when give order and die.
  18. Oh, I didn't mean to suggestion that the text should hover above the screen. I meant to show the options without being have to make the tabs in Photoshop. In essentially, I was lazy. lol. But if people loike float text, then that works too. I don't agree. I don't think the ceasefire is part of the objectives of the match. It's more either a setting or a hint.
  19. I don't mind the other arrows go to other targets, but it looks like many times not even 1 arrow goes to target. At least 1 arrow should be shooting at the player-commanded target.
  20. Some quick thought on possible organization. So, Victory Conditions and Allied Victory parts would definitely go in Objectives tab, but with better wording to be precise as FeXor mentioned. Other things that go in the Objectives tab could be whatever triggered events in the map. Turquoise part is the info that go in History tab. This is the prose that goes into what the map about. And then the yellow parts obviously go to Settings tab. I am just not sure where Ceasefire information go -- Settings tab or Hints tab. Regardless, there should be a persist ceasefire counter in the game anyway, so that should be obvious to the player (the current ceasefire counter in upper right is not Gold ready obviously).
  21. I only took a screenshot of what is currenly in the game. I would not have worded thing the way they currently are. I think with you that the victory condition words should be more precise.
  22. I agree, the current wording is bad, and either Gun's or Sanya's suggestions would be better. I also do not like the Trading screen words too. Same thread or different thread?
×
×
  • Create New...