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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Okay, I have seen this behavior when playtesting map inside Atlas. Are you playing the map inside Atlas or through the full game?
  2. Oh, yeah the AOM shield bash was not realistic. A real shield bash would be more of a forward punch than a back hand @#$% slap.
  3. I don't think shield bash would look bad. AOM's hoplite unit have a shield bash attack variation and it look fine. These animation are only 1 or 2 second long.
  4. Variation should only be done with props, because you want to have the same basic shape to be there at all time for quick recognition by the plaers. Only building I think should change dramatic appearance is Civic Center (to show leveling up the settlement). I think just start with them and see how that work (also, maybe Wall towers can change appearance with individual upgrade, but these is special case).
  5. I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?).
  6. Yes, but I had to photoshop the helmet because the helmet prop point is rotated backward wrongly.
  7. This is good "hack" for the current behavior, but I must admit Bedouin's ideas are a lot better.
  8. Visible garrison points need the VisibleGarrisonClasses patch, badly.
  9. Are you sure this work right? I try with Persian Immortal and this did not work to add a 2nd attack. He just used the range attack.
  10. Yes, many game have this thing. I was just saying it would not have yet effect on gameplay (like stats or turn time or direction bonus or anyhging like that). Still would be good to have.
  11. This sounds right. I misreadmembered and thought it was 20 gold. 200 gold sounds better, and I like themax cost.
  12. I think the non-linear makes sense, but I think the linear makes it easier or players to underatand how much it costs and why it costs that much. Know what I mean, bromethues?
  13. This was not a problem in AOK or AOM because Omniscience or Spies/Treason can be disabled in scenarioes.
  14. Hmmm, interesting as proof of concept, but have some problems. Destroying the shack does not remove the "projectile" after death. Ideally, the "tunnel" should "collapse" or cease to exist if the shack is destroy by the enemy. Also, would be good to see a "trail" like Bugs Bunny or like Rome:Total War. I like seeing the "dust" from the mine entrance (I'm calling it the shack, lol) showing that units are at work inside. I like that. But I think some new mechanics will need coded and using current mechanics has too many problems.
  15. In am try a new style of portrait background too. I like the new style over old style, but it would mean remaking a lot of portrait. We will see for next alpha release.
  16. Let's try as a team to upgrade the Bacrtians. EDIT: Oops, maybe go in modding forum or art forum? This is for the upgrade of the Public mod unit.
  17. It unlock ability to see the vision of the enemy. Imagine it is like the Ally vision unlock tech, but for enemies. The biggest obstacle to implementation I think is the variablecost. In AOE2, AOM, the tech change cost base on the number of enemy unit alive. So, somethink like 20 gold (metal in 0 A.D.) per enemy unit alive. What this did was prevent the tech use before the enemy was low on population. So, if the enemy's population was 100, the tech would cost 2000 gold. If the enemy only had 3 population left, the tech only cost 60 gold. This speed up the end game a lot and was a genius move byt the developers.
  18. Game need Treason/Spies/Something tech like in Age of Mytholoy.
  19. That could be the Sparabara formation for Persians.
  20. In Syntagma or Testudo, the special animations for idle stop working when formation stop moving. Anyone else verify?
  21. I know it looks better. Just saying gameplay would not change much by orientation.
  22. I think 45 degree angle would be good. Also, for fog, I think some previews need the fog if fog in the map is a prominent visual feature (like for a Jungle map or Snowy map or a British map ). So many fog can be reduce by some set percentage that you deem is good.
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