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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Game should implement ability like God Powers. That way something like Pax Romana can be a God Power casted by the player that makes a 5 minute ceasefire. They could use some of the aura code maybe (not sure), and then add a timer function to the schema. Just idea (and some feature creep, lol).
  2. New map for you Britishers out there! White Cliffs of Dover (5 players) It's nomad-style, where players 2-5 start the match with their units garrisoned in warships off the coast. Player 1 starts the match as the native Britons, with two widely-spaced Civic Centers. Map preview: Screenshots: @niektb, this would work for MAD too.
  3. The Late Roman Republic, marked by civil war and military innovation (the "Marian Reforms"). Just jotting down of the ideas. Heroes: Civ bonus is "Triumvirs" -- The Triumvirate Romans can have up to 3 heroes alive at a time. As a consequence, their auras are somewhat weaker than other heroes. Gaius Marius Cornelius Sulla Julius Caesar Pompey the Great Mark Antony Gaius Octavian Wonder: Basilica Aemelia Some tech ideas: Proscription - Hero attack Land Grants - Either Legionnaire training or something else Grain Imports - Boost trading of Food resource Army composition: Mostly reliant on just the Marian Legionaries for main line infantry man. Though, by this time the Romans had access to many auxiliaries, allied troops, and mercenaries. Naval fleet has smaller ships than before (Agrippa defeat Antony and Cleopatra's fleet of much larger ships at Actium with a fleet of smaller ships). Economy: Have mining camp, and lumber camp as 2 building that allow building of state-owned slaves. Farmstead has upgrade to Villa in Town Phase that allow the training of agricultural slaves. I think trading should be nerf because of the disruption of the civil wars, but maybe have "Grain Imports" tech that boost the trading of Food resource (possible? dunno). Anyway, guy, those are some ideas.
  4. Cannot change stats with formations. Only thing the formation schema allow is for speed change.
  5. Such attack penalty can make sense, but right now cav are underpower because of lack of charging and running features. But, in DE try to hack around this 2 ways: I give cav (and eles) a trample "aura" and I mod the Wedge formation for faster speed. So now cav have a "run" formation they can use that infantry cannot use.
  6. This is achieved in 0 A.D. Delenda Est with Forest Groves. I had feeling that give each and every tree a aura would be a little too much so I came up with grove of tree which is 1 object that is a collection of 25 or 30 trees and 5000 wood instead of 1 tree for 200 wood. So, the map would have dozens of groves insead of hundreds of trees. Inside the grove any unit wth class "guerilla" gets +10% attack. I was think of making siege get -50% speed inside the grove too. Tree and Grove are both passable. Helps pathfinder and doesn't look bad at all. Work pretty good. Another idea is to allow buildings to be built on some object, like trees. This help the player and AI so they can ignore individual trees that aggravate builkding placement. Have flag in entities something like <CanBeBuiltOn/> or <BuildOver>true</BuildOver> in straggler tree and in some eyecandy objects like fences. This way we can have this flag for individual tree but turn the flag off for groves. In-game, the tree (or other BuildOver objcect) would turn red when you wave the building placement over it to let you know it will be destroy when you place building there. Maybe help when AI finally be able to build walls? btw -- actor-only thing like little bushes and grass need to disappear too when place building. This is missing feature too I notice when I play other game like Age of Mythologie.
  7. The sarissa is only good in mass combat*. I would make wager the Macedonian hoplite-armed SS would win handily in a 1-1 duel in real life. *This give me idea of Pikeman having a short distance aura that gives other pikemen a boost.
  8. Oh you are right. I didn't see it with the other sub forums.
  9. Look at it this way: Spear Infantry 100 health 2 armor 10 attack 2x bonus vs. Cavalry* Sword Infantry 100 health 10 attack 2 armor 1.5x bonus vs. Infantry* *These are the only thing you really need to balance. You also have to balance less armor and attack tech effects.
  10. Can have neutral mercenary camp like this, that player can capture and train mercenary:
  11. I think it would be even easier for player to perceive unit roles this way. The other huge benefit is balancing. Just removing the 3 different armors and 3 different attacks along would be huge effect on balancing difficulty. To add roles, then give hard counters (bonuses and penalties) and all you have to do is tweak those to balance (along with cost, but cost will always and forever be a factor). No where do I say that, anywhere. And that would not be the effect of removing the types. I do not understand where you get this notion. The differentiate is what kills the balance. You can also (and more easily) differentiate with the counters.
  12. Hmm, good idea. Maybe corrals, which are I hope to make integral to the Scythian economy, have a minimum distance between each other so that to grow the economy the Scythian player must keep building corrals outward and then must keep moving buildings to the newer areas to support/protect the corrals? And on top of that, the corrals have a lifespan (they eventually collapse), so once you move on to protect the new pasture lands the old pastureland (old corrals) fade away. Eh, just a preliminary idea.
  13. 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.
  14. 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.
  15. #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?
  16. 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.
  17. You do not build a CC or a Market. You train more carts. It is the upgrading that cost the resources.
  18. 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.
  19. 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.
  20. 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?
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