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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. Oh you are right. I didn't see it with the other sub forums.
  3. 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.
  4. Can have neutral mercenary camp like this, that player can capture and train mercenary:
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. #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?
  10. 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.
  11. You do not build a CC or a Market. You train more carts. It is the upgrading that cost the resources.
  12. 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.
  13. 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.
  14. 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?
  15. Thracians would make a very cool mod civ though.
  16. BTW -- here is why fog would need to be reduce or turned off for ISO view:
  17. It is already easy to place building in the game. I know what you mean, but I don't think it is easier with a grid, unless you mean easier to use buildings to wall off chock point, then yes grid is easier. But I did think about that before your post, and I don't think it would be practical to have a grid in ISO and not have grid in Standard because of the maps mnot being made with grid restriction (trees, etc. would not conform to the grid).
  18. Hi guy. Back again with more ISOMETRIC VIEW GOODNESS and advocacy. I have plaid around with the setting again and come up with a update for the local.cfg settings: ; Standard View ;view.zoom.min = 45.0 ;view.zoom.max = 200.0 ;view.zoom.default = 100.0 ;view.fov = 50.0 ; Isometric View view.zoom.min = 1000.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 256.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.2 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work It also include a suggesyion for standard view settings. The difference between 45 and 50 FOV isn't much, but make for better screenshot. My settings for zoom I think should be implement for the game. Now, the ISO view. Like before, the problems are: clouds (could fix this by adjusting their height in iso view to something like 4000), distance fog (needs to be disabled or reduced by some fixed amount determined by testing), water depth (the 'Real Water Depth' option does not render correctly in this view and must be turned off; looks fine after that), and a big one is that action sounds can only be heard if zoom in all the way (I have not yet looked for sound setting in the cfg whhich to fix this). These setting do allow for zooming and it looks really cool.
  19. That would help my new Defense Tower upgrade feature too.
  20. It's only micro intensive because the upgrade feature is not feature-complete yet. Once you can upgrade multiple unit at the same time it won't be so bad.
  21. I didn't mean to put the ceasefire counter in this screenn.... just the ceasefire setting as it is now. Ceasefire counter should be very visible in the game.
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