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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. As a healing ability, I think it is folly. As a attack boost make more sense. Think about a pre-battle sacrifice! It would most likely boost an earmy morale than heal them (if the omens are favorable, of course, lol, but I think a player ability would always be favorable; or else! we make it mildly random that it could be favorable 90% of the time but give slight 10% probably that it could be unfavorable, is interesting!).
  2. At a point of this, I feel "part 2" will be achieve through modding. Enjoy the choice. But of course, what is each alpha if not mod of the previous alpha?
  3. 3 hps is a bit slow, will probably go up to 5. I am do not think that you can make something "decay loyalty" but also make it uncapturable. If something have capture points then it is automatically capturable I think.
  4. Don't know! I didn't think of that. I may play with that yet this week. Thanks for the suggestion.
  5. Berserker Elephants! Use upgrade feature to promote an elephant to berserker mode. Use this feature as a quick terror weapon to destroy and kill a lot of things in a short amount of time, but in the process you will likely lose the elephant. Upgrade automatically available in Empire Phase. Put one elephant in berserker mode or a bunch of them at once. Attack +150% Speed +25% Elephant trample aura increased Health decays by 3 hps, so the elephant will die Cannot be healed by priests when berserker Elephant cannot be rescued from this mode once it has gone berserker, you will lose the elephant (but it will cause a lot of damage to the enemy)
  6. Doable with the Upgrade feature already in the game (you can only do one Upgrade the object at a time). Already included in DE. Empire Phase ability.
  7. Right, better to do this than to make a 3rd set of walls to build.
  8. Better yet, make them a upgrade from regular houses, not just another actor variation. They would be perfect for this since they have same footprint. Either as a visual swap for the Home Gardens tech or as an 'Upgrade' you can do with individual houses. Good work LordGood.
  9. Making a 3rd tier of wall for Carthage is too much. The game already have this kind of thing with "wooden" towers and "stone" towers being 2 different towers (when the stone should just be an upgrade for the wooden, not 2 different ones). Buildings should not duplicate their uses (in fact, I contemplate just getting rid of palisades as buildable structures in DE). Just my opinion. It would be much cooler to make a new model for the city walls, okay, that is the footprint of the Greek, Egyptian, etc. walls (standard size), and then make another set of new models (same footprint) for the uopgraded "Triple Walls" tech. This would be cool. Game needs more visual upgrading. The current Carthage walls are comically big and ugly right now anyway. I do like the "low" stone walls you make in that other thread (though they would not be useful for what I propose here).
  10. Thank you, this is good info for making videos (lower res also reduce lag from Fraps).
  11. I agree. So maybe for next alpha I redesign a lot of the tech tree for DE. I would like to unlock thing like with my Sidearms tech in the Blacksmith. Imagine a tech that give sidearms (knives, small swords) to archers so they can fight back with melee when attacked. Unlock this with a tech and now we are cooking with peanut oil. Unlocks and visual Upgrades are interesting. Okay, crazy idea. What if a choice between upgrade MC to a CC or to a Fortress?
  12. I really like the choice between the Traditional Army and the Reform Army. It makes it strategic I think, plus give the Seleucid Empire access to more champion without oveerpowering. I have done some work to make the pike infantry and chariots better in DE ("massed pikes" aura for all pikeman, and "scythes" aura for chariots). Check it out when when alpha hits. I think it would be better to think of a way to make the Military Colonies (for Sele and Ptol) more interesting actually. I was think of giving the MC's an upgrade feature to malke choice to turn it into a full-Civic Center or not. Civic Center (in DE) have less military things in it, but have greater health, territory effect, etc., but if maintain as Military Colony keeps a forward base access to more military units.
  13. ; Force a particular resolution. (If these are 0, the default is ; to keep the current desktop resolution in fullscreen mode or to ; use 1024x768 in windowed mode.) xres = 0 yres = 0 It's suppose to change the resolution of fullscreen too (and does not change resolution of windowed mode for me either).
  14. I have not come inspired with one yet. Maybe this can be Ashoka's and the Mauryan team bonus can be something to do with pop cap. Maybe ally houses +1 pop (can we do +0.5 pop?).
  15. Player aura. It's basically a modified "Evangelism" team bonus. If I do this as Ashoka's aura, then what would be the team bonus for Mauryans?
  16. Okay, what about this one guys? { "type": "global", "affects": ["Temple"], "affectedPlayers": ["MutualAlly"], "modifications": [ { "value": "ProductionQueue/TechCostMultiplier/wood", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/metal", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.5 }, { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.5 }, {"value": "Cost/BuildTime", "multiply": 0.5}, {"value": "Cost/Resources/stone", "multiply": 0.5}, {"value": "Cost/Resources/wood", "multiply": 0.5} ], "auraName": "Ashoka's Proselytism", "auraDescription": "Allied temples and temple technologies -50% cost, in resources and time." } The Cost modifications work, but the ProductionQueue ones do not (they work as tech modifications though, example: Metallurgy and Forging techs in DE). EDIT: For some reason the ProductionQueue modifications took effect after I teched to City Phase. Kind of weird!
  17. Hello historians and Celt-lovers. I have make a new merc unit for the Celtic civs, the Celtic Archer. He has lighter armor than other archers, but is faster (like the Naked Fanatic - Gaesatae). They add a much needed archery arm for the Celts, but only in limite numbers (can train 30 mercs for the first merc camp, and +10 to the limit for each new merc camp you capture). I need a SpecificName for them if you guy have any idea!
  18. xres = 0 yres = 0 No matter what I put in these, it always default to nattive resolution (1600x900) in fullscreen and 1024x768 in windowed. I'm try to put in 720p for making videos but it will not work. Must there be prefix (like view.xres)?
  19. Just tried it, mimo's patch works as advertise. 1.5 per second seems a bit much. I did 10 every 10 seconds (so, 1 per second). I think 2000 food or so over the course of a match is a good enough team bonus, but that depend on how the other economic team bonuses shape a match too.
  20. http://trac.wildfiregames.com/attachment/ticket/4082/ptol-teambonus.patch I like how I had the right idea. The Player.xml and team bonus aura are nearly of the identical. The only differences are what we interpret the values should be. So, if I apply this, I can take the edited files and add them to the mod and it won't break compatibility with the coming release, right? I guess there's only one way to find out!
  21. Okay, it doesn't throw a nasty error or anything so I'll keep it in for now. Thanks father of Bushido.
  22. Should I delete this attempt or do you think the final of code will look similar (maybe identical) to this?
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