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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. A 1 or more paintable "layer" in atlas would be nice for this. But in meantime, my placement obstructor makes up the difference.
  2. Hey guy. So, on some maps the AI builds things in bad places, like choke points and pathways. This is a major problem on maps like Acropolis where paths down from the top of the starting area should not be blocked. The AI often will block these paths with buildings, mainly houses. So, I have make obstructor to prevent this. It prevent building construction and placement, but does not block pathfinding. It is only visible in Atlas. Attached is the template file if you wanr to use it for vanilla or your mod. <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_entity_full"> <Footprint> <Square width="38.5" depth="7.0"/> <Height>9.0</Height> </Footprint> <Obstruction> <Active>true</Active> <BlockMovement>false</BlockMovement> <BlockPathfinding>false</BlockPathfinding> <BlockFoundation>true</BlockFoundation> <BlockConstruction>true</BlockConstruction> <DisableBlockMovement>false</DisableBlockMovement> <DisableBlockPathfinding>false</DisableBlockPathfinding> <Static width="37.0" depth="6.0"/> </Obstruction> <Selectable> <Overlay> <Outline> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.4</LineThickness> </Outline> </Overlay> </Selectable> <Visibility> <RetainInFog>true</RetainInFog> <AlwaysVisible>false</AlwaysVisible> <Corpse>false</Corpse> <Preview>false</Preview> </Visibility> <VisualActor> <Actor>structures/hellenes/wall_long.xml</Actor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>false</SilhouetteOccluder> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor> </Entity> A few minor problems: I don't know what DisableBlockMovement and DisableBlockPathfinding mean, lol. Regardless, it seem to work as needed. And, also, the tooltip in-game when preventing the placement of building says something about can't place new building over an existing building. Obviously the player cannot see a building there, so might get frustrated. This is minor, since most human player will not choose to block the path with buildings in most instances. placement_obstructor.xml
  3. Hey guy. I remove the Greek architecture auto-research tech for Hellenic civs. Instead, I make it a aura, and then I make the Stoa show up in skirmish maps. As long as the Stoa stands, the Greek Architecture civ bonus is given to the player. This is part of my quest to give each civ a unique thing at the start of the match. The Stoa is achieved with a skirmish object -- default_stoa.xml. Some civ already have unique things at the start, others do not. Athenians: Stoa Britons: War Dog Carthaginians: ? Epirotes: Stoa Gaul: Druid Iber: Stone Walls, 1 free sheep Macedonians: Stoa Mauryans: Worker Elephant Persians: 1 extra free cavalry unit Ptolemies: ? Romans--Imperial: ? Romans--Republican: 1 extra free swordsman Seleucids: 1 extra free cavalry unit Spartans: Stoa, 1 free Spartiate Thebans: Stoa
  4. I think you are using wrong terms. Current way is with stats-only, with a couple exception. Old way is with hard-counters --attack bonus and penalty.
  5. Taking down buildings with sling stones is not "historically accurate" either.
  6. I was thinking of removing heroes from the base game anyway in DE and replace them with Officers and Standard Carriers, who replace much of the hero functionality. The game would then just use hero for Herocide, scenarioes, and campaigns.
  7. Players use capture by default. Slinger siege dudes never made sense. Give archers a flaming arrows option instead.
  8. Perhaps "root" prop point can not have a min or max height. It is a hard coded coordinate after all, right? That's all I can think of right now, Iskander.
  9. Right, but I think Thor is saying that the CC and Barrack have a lot of overlap here in training so many military unit from the CC. I didn't like so much overlap --I prefer each building to be as unique as possible-- so that why DE took most of them out of the CC, just train spear infantry as the "male" half of the citizen selection in the CC.
  10. The player will only train hero with global aura, then hide them in the base the whole match. This is kind of the problem with global aura for hero. Some heroes he has to be out there fighting or close to the fight, so will die quickly. Other heroe he just plant himself inside the base the rest of the match and he boosts his civ with a global aura. This become more pronounced if you can't retrain the fighting hero after he is killed.
  11. "Eastern Mediterranean" look more like "Middle East."
  12. The player will only train hero with global aura, then hide them in the base the whole match. One way around this is through actual game design work --gasp-- and design new range-base auras for global heroes.
  13. How does it help to make a swordsman cost food, metal and wood, then, as in vanilla? How was adding wood to the cost "necessary"? And we aren't talking about DE, we're talking about vanilla.
  14. Everything costing wood and the remove of paired tech are thing that inspire me to make DE in the first place. Don't forget tech costing ridiculous amount of money and no build time/cost techs and no counter system.
  15. They are right about every unit costing wood. Why? Also, unitAI need improved. Siege weapon should not auto-attack a building if you have task units to capture it.
  16. More look at how they look in the ui. I think they really make it 'pop' and give the icons easy recognizability they did not have before.
  17. https://color.adobe.com/es/create/color-wheel/?base=2&rule=Monochromatic&selected=4&name=Mi tema de Color&mode=rgb&rgbvalues=0.5,0.47750632857365927,0.3672304096897216,1,0.9041870018739075,0.43446081937944325,1,0.9550126571473185,0.7344608193794432,0.5,0.4522597196993479,0.2182115210684143,0.8,0.7640101257178549,0.5875686555035545&swatchOrder=0,1,3,2,4
  18. My advice would be to be more confident in your voice. Will give you bettter presentation and better for viewers. Good video still. ------------------------- This guy cast the game in Thai language.
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