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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Pathfinder has to update the path grid all the time for new buildings {blocked paths} and depleted resources {new paths}.
  2. Let's discover what this can be for each civ. Athenians: olive grove Rome: grape vineyard Others: ?
  3. This patch work very good. It is a good first step. Would be worth to commit this and then change behavior later after testing. What behavior I think can probably be: All units when garrisoned will garrison inside. If you want your ranged infantry to go up to the battlements, click the "Reinforce Battlements" button. There's also a "Retreat Inside" button to re-hide the units. If you want to restock the battlements with fresh ranged infantry after some of have be kill, click the Reinforce Battlements button again. Maybe also have a auto-reinforce button -- kind of like autoqueue in AoM. ADDITIONAL ENHANCEMENT: 1. can set default behavior in the options menu -- hide when garrisoned, or auto-reinforce battlements. can set default stance in options menu too -- like in age of mythology -- but that's a different thing. 2. A new garrison hotkey can adjust the garrison behavior on the fly. 3. Visual enhancement: The selection ring should be at their feet, not on the ground. 4. Vsiual enhancement: Units on battlements don't show silhouette, but this can be debated, gameplay may trump. Of course, none of these suggestions and anhancements have to stop the patch from being commit right now, unless coder find some code problems. You guys should try iterating on this feature and see what makes sense to you as you go forward with it.
  4. Just have a maximum -- and minimum -- length.
  5. Unlimited is not actual unlimited, instead is just a really high unrealistic number. lol
  6. I have made a hack that doesn't make weird animation behavior. I set the resource capacity of glory for the units to 1, so the instant they reach 1 glory it is immediately deposit at the statue they are praise. So, it is pretty much a constant generation like I wanted it to be.
  7. Units get stuck on corners of buildings and stuck on each other.
  8. Pathfinding is super bad for some days now.
  9. If it is Carthaginian coast, then why not the sea on the north and the land on the south? Maybe call it Libyan Coast or something. In generally, the names could have more historical and geographical flavor. African Plains -> Savanna or Serengeti would work. Extinct Volcano -> Maybe always put the volcano to one side of the map riather than always in the middle. This make the gameplay more distinct. India -> What part of India is this? Maybe rename to Gedrosia or Arachosia. Ravines -> Maybe rename to Petraea or Arabian Wadi. Also, make starting flat areas bigger please for the players.
  10. Also, I yhink 0 A.D.'s trash unit are relatively stronger than AOK's pikemen and skirmisher and scout trash and more useful, like spyth said.
  11. I agree that the tone of the game is wrong. You are right, the relaxing music does not match the gameplay, and the gameplay does not match the relaxing music. It is like the game does not know what it wants to be. You will see a bunch of people acting like the game is in beta already and should be a competiitive game like starcraft. On the other hand the territory mechanics and other things reward a methodical strategic gameplay. i do not think the team knows what they want the game to be.
  12. Question for developer dudes: I want to make unit gather Glory by standing around the statue and doing a praise animation. For now I will use the capturing animations. What i have achieve so far is to make a cursor for the action. I also add the infinite resource supply of glory.prestige for the statues. I also add the gather rate for glory.prestige for units. And the units do the animation when they gather at the statue. A few problems. I want the Glory to go directly to the treasury as they gather it. I don't want the units to have to shuffle the "glory" back to a dropsite. Kind of like with treasures giving the resource without a unit capacity and withpout shuttle. Is this possible? A hack would be to make the statue the only dropsite for Glory, but i don't like this, because there is other weird behavior with animations if you task the units away without dropping the resource off first they think they have glory in their hands, like they do with stone and wood.
  13. I think the Republican Roman champs will look a lot nicer with the new unit models.
  14. http://trac.wildfiregames.com/changeset/19052 There probably have be internal talk about auras and techs bonuses, but we can have open talk too. I think integer not sure what word would be best, bonus is better than percentage and I will tell you why. With integer bonus you give the same bonus to all units that it effect. With percentage you give a bigger bonus to entities that are already stronger and a smaller bonus to the entities that are already weak, so you unintentionally widen the gap between these units. This happens because if you give a +10% bonus to a unit with base 10 stat, it is smaller than the bonus to a unit with base 20 stat: 1 vs. 2. Now the stronger base 20 unit is even more stronger than the base 10 unit, incentivising creating these stronger units, let's be real here, champions even more than they already are. This is mainly a problem with health and attack and speed. Armor already has a kind of self-balancing feature inherent in the armor stats, so the problem doesn't exist with armor techs and bonuses. Problem exist with cost and gather rates too, but it doesn't worry me as much. With this in mind, I will remove most percentage techs and auras for attack and health where possible and go with integrer in DE. I propose vanilla game do the same. Thank you for your time.
  15. The ones in the picture are for the Principate Romans (AD era) in the DE mod. The Romans in the vanilla game are Republican Romans from BC era.
  16. Use a latin word and use the opportunity to mention that the old lation V was to pronounced like modern English W. So, it sound like Wox Populi. Also, Gladiator, Roma Wictor.
  17. I think texture couldlook like new cut wood. Maybe lighter slight yellow. This bridge looks temporary.
  18. I can understand this line of think, but look at it from gameplay point of view. Have 2 different houses with no other effect on gameplay make 1 of them redundant and I am try to remove redundant parts or little use parts from the game. There will always be 1 of the 2 house that are noticeably more efficient to use, so player will alway use that one. Know wha t I mean guy? I like your ideas about how the city grows over time and stuff, so I think my idea is the best solution. 10 pop house availablein phase I and ,II then become unavailable in phase III and IV, replace by the option of much more efficient Insula tenement in phase III and IV.
  19. Right, but can I restrict the small house to only village and town with techs?
  20. I think the style of the iberian market is very nice, but it definirely needs a bigger footprint like the other markets.
  21. IMHO might be good way to showcase individual upgrade feature more. Right now the feature in vanilla is very very limited. Final game might do it with the home garden tech, but the next few alphas i think should showcase the features the game has better than what is happening right now. like, if I were more than 1 man, lol, I would totally redo all of the actors and techs to make the techs swap unit actors especially for armory techs. visual upgrading. Right now in DE I have some cool stuff going on with upgrading champions.
  22. Maybe make small house available in village and town phase, then make insula available in city and empire phase. I wish there was a way to restrict some some things to specific phases. I'll look at player.xml to see if possible.
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