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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Devs should jyst merge all my stuff with core game, but I am bias. They have access to the mod, trust me. if they wanted to use the stuff they could but they don't, so here we are.
  2. Hi mimo. I like your #2 proposal. It's very cool idea and make sense to me. It kind of like a field going fallow to disuse. I like #1 too. I don't know why field so strong in vanilla version. Burning enemy field was common tactic for marauding armies. Field should be very vulnerable. To that end, I think you should look at Delenda Est farmland implementation. It is hacky, but as game mechanic it work. It push farming far away from the center of town.
  3. Need normal map and parallax. Probably why the original texture was use, I imagine.
  4. Corral supposed to have other feature that make it a lot different. I started work on it, even had it working at one point, but team did not support me. They had other priority. So we wait. Corral and sheep supposed to work like the temple and relic of AOK. Capture a gaia sheep, horse, goat, pig, or cattle, and garrison it into the corral. Then you will gain a free trickle of food resource (or in the case of horse, your cavalry are cheaper or train faster). I had the 2nd part woeking in my mod with the help of a team member who had a patch sitting in Trac. I had to copypasta some code from his patch into the UnitAI.js file to allow the animals to be garrison. A simpel garrisoned aura and some tweak to the corral template to make the animals show up completed the trickle effect. Only problems were: 1. The animals still performed their "wander" animation and pathing. The actor stayed at the prop point and would "wander in place" but the actual entity would wander outside the corral. lol. I could see the selection rings wandering around. So, a new state need to be made to stop the animal from wander or an existing state need called. 2. Gaia animal cannot be captured yet. I try to givee them capture point, but the soldier always stab the animal, not capture it. This would be very nice feature for team to implement for this alpha and is super simple.
  5. I would just edit existing actor and copy-paste code from a archer actor.
  6. This is a simple hotkey, yeah, but maybe should still have as minimap button. Also, all buttons should show the shortcut key in a tooltip I think.
  7. I am sorry Sanders, yout first post make me seem like you say it was difficult or the optimizations would still make it expensive. I think such ranges can be optimize further if game have battalion since whole battalion (multiple soldiers) can have 1 range, but maybe there are other range calculation I am not thinking of as well that battaltions would not help optimize.
  8. No no. I mean there are 5 powers per phase available to choose from before the match (in the meta game), you choose only 1 per phase to have avail in the actual match (so total of 3 or 4 depend on number of phase). If the game to have commandments or powers, I would not want them to be hero-based. The game is strategy at this level, not MOBA or RPG. If you want RPG element, then it need to be a separate thing like a Hero Mode (Rise & Fall did this well enough, almost like proof of concept). AOM's special hero attacks are fine to have (because they were mostly automatic and were tactical, not strategic), but that is a deifferent discussion I think. Game is 3 levels: MetaStrategicTactical
  9. AOK and AOM are similar stances to my propose. You tell me they can do it in the year 2000 but we can't do it now?
  10. I don't think OP mean to rain meteors down on enemy base. Morelike the "war cries" you suggest. I think such powers would be cool and add some strategy. I also think it would make neat metagame to choose decks of power ahead of time like Lion suggest. Say, 5 weak powers available for Village Phase, 5 better powers avaIL for Town, 5 for City, 5 for Empire Phase. Select in a menu before the match which powers you want. 1 power per phase (so, 4 in my example). Have 3 out of 5 powers for each phase be generic for all culture, and then 2 powers per phase be culture-unique. Or.... Make the powers available be a choice when phase up. 2 powers to choose from kind of like choose minor god in AOM. Also, add unique techs to these choice too (but this is different discussion). And by "powers" they can be call "Policies" or "Commandments" or something like this. This of course add feature creep, but theere is discussion on how to make the gameplay more fun, more strategic, more dramatic. I think the game need more Drama. It lacks this. It is only a grind right now.
  11. The game only need 3 stance to select for players: Stand Ground Only respond to melee attacks directed at them. They will not respond to ranged attackDoes not automatically attack anything within vision range, unless being attacked by melee enemyDoes not chase enemies at all, unless player targets the unit to chase (then the unit switch to defensive)Defensive Automatically attack enemy who come within 25% of vision rangeOnly chase enemy target to outside of 50% vision range, then stop chaseAggressive Attack all enemy who comewithin 75% of vision rangeOnly Chase enemy target to 100% (edge) of vision range, then stop chaseAll other behavior and stance can be hidden (like Avoid, etc., which are default behavior of some unit). The current behaviors of Defensive and Aggressive cause bad gameplay behavior. It is also useless to choose btween Violent and Aggressive, so I want to get rid of Violent. Passicve is useless when you can choose Stand Ground instead. Defensive just act weird, and Aggressive is too aggressive by attacking and chasing enemy within 100% of vision. I think my changes will make unit easier to control in a battle or in generral. So, does anyone know the step to take to make this reality?
  12. What should day/night cycle achieve for gameplay, in your mind?
  13. In order to create diverse roster, the Daphne Parade and 2 large battles fought near height of the empire's power against 2 of its biggest foes are used as source. Why would you not think this is a good era to depict? We know from sources that the Selucid use: Dahae/Scythian cavalry archrsMedian and Persian light and medium cavalryGalatian mercenaries (probably infantry and cavalry, sword and spear)Thracian mercenaries (rhomphaiaphoroi and skirmisher)Arabic mercenaries (skirmishers)Greek mercenaries (thureophoroi mostly, maybe some traditional hoplite style, and Cretan archers)Greek Citizen/Militia/Colonist from Syrian tetrapolis, armed in thureophoroi/medium spear - "Power of Cities"Bronze Shield pikes, Silver shield Pikes, and Romanize sword recruit from the "flower" of the Greek colonistsElephants from IndiaHeavy cavalry, Hetairoi, Agema, and Cataphracts recruited from Greek colonies, but mostly from Syrian, Persian, and Median nativesAsking if you are crazy was joke.
  14. Sorry, I meant to ask if he is crazy. I will try more precise next time.
  15. Here's idea (may be similar to other ideas): Only 1 trading resource: "Coin". That the resource that get gathered with each trip of trader. At Market you can use Coin to purchase other resource (food, stone, etc.) and sell those resource for Coin. High level Market tech can cost Coin. Destroy enemy Market and you gain all the Coin at that market. Some treasures can be found that give Coin too. Coin is not resource that show in top bar treasury, it show in the Market UI.
  16. No, 0 A.D. already use other kind of restriction too, not just range. If Market to auto-generate income, I think it better to be a series of increase technologies. I have such a tech in Delenda Est ("Commerce Taxes") but it's just 1 tech. A series might be good.
  17. I try mod. Interesting stuff, but the current UI was definite not design to show this stuff. You should redesign entire UI before you add this stuff. The garrisoned bar looks especially ugly (why add garrison bar when you have a whole blank panel?). Health bars and stuff now look ugly. Keep thin. Also it would give you more space if you reduce number stance and formation. (eh hem)
  18. I don't know what is hard to understand 1 town = 1 market.
  19. Yes, ASAP. Work so far on new tree are very excellent. Best to do this comprehensively, IMHO. I am outsider, but I can see this straight. Let's not waste effort on making such an excellent selection of tree, then 1 year down the road decide to, oops, make them fall. keke
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