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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It is actually a very useful change. I just have a lot of custom actors and modded actiors that will need changing to accomodate the new capability. lol
  2. The disappointment for me with AOE3 was the scale was way too small. I wanted huge musket and cannon battles with formation fighting and epic bayonet charges and trampling effects for cavalry and protracted sieges. Basically, take what lacked in AOE2 and move it forward and innovate the tactics. I felt like the game was hamper by the "Age of Empires Feel!!!!1" that had to be maintain at all costs to please a demographic. This is something I feel is hamper 0 A.D. too. I actually liked the Home City concept, it was just half-develop for my taste. They improve the home city in Age of Empires Online, but that game was crapola otherwise.
  3. Look like modders have a lot of work in the near future.
  4. I like this bow and arrow cursor for range attack. Should use it immediate.
  5. I think language can be used Ossetian. https://www.wikiwand.com/en/Ossetian_language What do other think?
  6. No, sir. The Indians "blouse" it up in the middle. I see if I can find good image to show. EDIT: Can have long version blouse above ankle: And short version blouse at knee: (man on left of course, haha) https://lurkerablog.files.wordpress.com/2012/11/20-13aogb-59-2007-kala-med-draget-sabel-og-i-uniform.jpg
  7. Also need variation for loose Indian-style pants or skirt that blouse below the knee, like the lungi or sarong. Men and woman variations.
  8. Hi, the Capitoline rooftiles can be bronze like this: (Parthenon tiles should remain white tho) Bronze tile texture attached. Spec and Normal map already in game.
  9. The Temple of Vesta and its beautiful aura, "Eternal Fire."
  10. Maybeplayer get something like this when player trains a hero: Since you have a hero to lead your men, you can have these policy that toggle their behavior. Attack or Capture. of course, player can override groups of selected units if they wish to.
  11. It's a little big, compared to something like the Great Pyramid and Hanging Gardens in the game. I think could have these change: - Maybe reduce size slightly, by 10% and reposition model to be centered correct. - Bronze roof tiles. Probably use the Parthenon rooftile texture for base and make bronze variation of this texture. - Some of the UV mapping texture stretch, can be fix. - Weld some of the model's seems for less aliasing when rendered. - More bronze statues along front of roof. This already look great so far, but can be improved to be perfect.
  12. Yep, need to make aura json files and call them in the template. Old template-base aura throw the error.
  13. Those are gorgeous Enrique. https://wildfiregames.com/forum/applications/core/interface/imageproxy/imageproxy.php?img=http%3A%2F%2Fgifmaker.me%2Ffiles%2Fdownload%2Fhome%2F20160415%2F22%2Fddvhfwo2WpjnsaiUjZL6Pg%2Foutput_Ilaj0y.gif&key=83152c2ba21a66a59f8331f1854a833549dc3e858224ade79722f65d0e4263ab I think this one the left arm, shield arm could be a little stiffer. The shield would weigh somethinks like 10kg (!). These are wondrous though. They have swagger and attitude. The "walk ready" could maybe use when unit in defensive stance. (which bring up I really think stances need reduced and improved to just Stand Ground, Defensive, and Aggressive). Or use that ready animation when enemy unit in vision range? Can have range-base animations eventually?
  14. Intriguing. What about a migrating turn length? Starts at 300ms and then gradually increases to 500+ over time? Possible (easier) solution (than dynamic turn lengths) or just dumb idea? lol
  15. I am the curious one. Has 400 ms been try? Is this enough for simulation and enough reduction to feel more natural for player?
  16. I think capture should be made more special and important in a sense. Remov capture for most individual building. Instead, make the Civic Center the focus of capture, like a "capture point" that is different for every match. What can change is this: Capture the Civic Center and you instantly get all the houses within its territory and all the women workers. YUUUUGE effect that can swing a match. Also, important to save your civic centers from capture. My thing is to reduce the grind and make DRAMATIC events a key components of this game. The right charge, the right battle, capturing a key civic center, major events to turn the tide. EDIT: As consequence, the Civic Center have more capture points of course,
  17. The new technology changes have make capturing more interesting. Thank to the team and contributor who got bug in the ear and inspired and wanted to make something happen quickly and efficiently. The next alpha reallly need to have some gameplay improvement and the tech change is a step in the right directions. In case some do not know, now you can research some of the techs from captured building. This is a cool development but will take some gameplay thinking and design to determine what should be allowed to be research and what not allowed. Right now, the tech trees of the civs are almost identical, but for mod like Delenda Est (and even the vanilla game if they code the civs to be more unique) it open a lot of possibility since the civs tech trees are so unique. It's a small, but exciting change that also makes Mercenary Camps nearly 100% feature complete (still a few minor bugs or changes need to).
  18. Yeah last part of my post ("notciv") is done. Need to have unavailable techs removed from GUI to complete feature I think.
  19. Vanilla game need to take my improved boat sounds too.
  20. For instance, does not seem rightly to have tech available that boosts slinger if the capturing civ does not access to slinger. The tech should just not show up. Same basically for merc camps, which I am most interested in having this feature for. The techs that show up in the merc camp for the capturing player should be different ford ifferent civ since the mercs for all the civ are different. So, if a Macedonian player capture the merc camp the techs that show up are unique to the Macedonians. Shouldn't capture the merc camp and see techs that affect Persian mercs and also the other way around. Persian player should not see techs in merc camp that belong to Roman mercenaries and on and on. Is this possible? haha I think if in the requirement it says {"civ": "athen"}, then the tech should only show up for the Athenians. This would make merc camps almost 100% complete feature. If it say {"civ": "rome"}, then tech should not show up for Athenian player at all. Right now, the tech is researchable with {"civ": "athen"} by the Athenian civ, which is great, but the Roman one still shows up, even if it is grayed out. For merc camps to work right and look riuht, the GUI can't have dozens of unresearchable grayed techs for all the other civs. They would not all fit even if it was desirable for them to remain (it is not). If it has no civ requirement, it shows for all civs and is researchable by all civs. (Currently works like this already) Then for capturing Temple and Civics Centers, Barracks, etc. we can use {"notciv": "brit"} to deny a tech to the Britons player (let's say, if its a hoplite tech or something like that culturally exclusive -- Britons don't have hoplites, but for sake of example all the other civs do, so we only need to deny it from the Britons). Again, it would not even show up in the UI. Does this sound like something good? I think the only major thing to complete feature is to have unavailable tech removed from UI.
  21. http://trac.wildfiregames.com/changeset/18021 ^This is a great improvement on this area, but I think instead of denying the tech (which take a lot of effort -- most of tech should be denied),I think there should be tag for civ only. So, instead of for civ tag, for (this) civ only. Your thoughts? Maybe I think about this backward -- I haven't trying modding with this yet so the implications may be foreign to me yet. Thanks for any reply.
  22. I agree that preview does not always match finishe product.
  23. Make sure they (the walls, tall turret, etc.) have AO maps and the rest! The Seleucids are your showcase, LordGood. Do us proud, brother from a foreign mother.
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