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Everything posted by wowgetoffyourcellphone
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A more woodish tint (yellow, brown, instead of grey) and I think is winner wiiner chicken dinner.
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Empires Apart. ==Freemium==
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Same "audience" as AOEO. They failed. But maybe these just pre-alpha asset for gameplay testing, and not the actual "art design" direction of the finished game.- 209 replies
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Empires Apart. ==Freemium==
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
What is their target audience?- 209 replies
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Empires Apart. ==Freemium==
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
They make a serious mistake with their art direction, like AOEO. Shame.- 209 replies
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I think it look really good. Only thing that needs to be better is the texturing of the obeliks. Maybe use the texture from the Temple Edfu wonder for the obelisk.. One more thing that I think would make it blend the two styles: Hellenic and Egyptian, would be to add the Hellenic entryway from Lordgoo's sketch.
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Upgrade Entities Feature
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Another extension of this patch can be Structure Tree compatibility. For instance in my mod I see the Wooden Tower in Village phase in Struct Tree, but I do not see the Stone Tower upgraded tower anywhere. The Carrier Pigeons tech is in the Wooden Tower and when upgrade to Stone Tower you get more tech. These are all missing. Good opportunity for enhancement. -
But also keep in mind it is bugged when multiple building are selected and you batch train. The "time" cost should be the same as if you only select one building (the batches are train at the same time, but the tooltip things you are training them as one big batch and give wrong time estimate).
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[RESOLVED] Problem with Attack component?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Actually no. Fix did not work. Still cannot capture mercenary camp. hmm. Units won't attack enemy units eiuither. Only shooting buildings (towers, etc.) will attack enemies. -
What Games Speed Are You Comfortable With
wowgetoffyourcellphone replied to sphyrth's topic in General Discussion
1.25x is comfortable speed for me 1x is realistic but feels slow. More than 1.25x feels too fast and unrealism creeps in. -
[RESOLVED] Problem with Attack component?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Thank you. Glad was not problem on my end. -
[RESOLVED] Problem with Attack component?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Okay, may be problem on my end. I will dig around. -
I can no longer capture gaia building with my men. The cursor does not show and if I right-click my men to the building (in this case a Mercenary Camp) they will just stand around it doing nothing. This is started happen recently, so I wonder if it is not because of new Attack.js cleanup: http://trac.wildfiregames.com/changeset/18465 http://trac.wildfiregames.com/changeset/18466 For some reason priests can capture building just fine (they can capture buildings in my mod), but soldier cannot. commands.txt
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Upgrade Entities Feature
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Hi wraitii. Could you do this for enhancement of patch? I think, for an example if I upgrade a wooden tower to stone tower it should make the tower complete sound when done upgrade. So, when object switch to new entity, the training complete or building complete sound can be heard. Either that or have a new sound group for "Upgrade." Another enhancement I just think of would be to have a "Upgrade" animation type. For many units, can use the same anim as promotion, but can be 2 different types in the actor just in case. -
Upgrade Entities Feature
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Yeah, points 2, 3, and 4 are fix! Cool. Point 1 would be important if for example the player wanted to upgrade a bunch of pikemen to champion level or something like this (in my example, upgrade more than one wooden tower at a time). I seem to be having a problem with capturing now. Unit can't capture Gaia merc camps in my mod. Maybe ther was change to capture code or attack code? Or was there some decision to not make Gaia things capturable? I don't know if it related to your patch. commands.txt -
Upgrade Entities Feature
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Before, the upgrade of towers was with 1 tech and upgraded all tower at the same time by swap the actor (from wooden to stone). In this new implementation in the core game thanks to wraitii game can upgrade indicvidual structures and units. So, let's say you want to upgrade some of your legionaires to centurions*. Now the game can have this feature. Mods can have, say, Level 1 barracks, Level 2 barracks, etc. with this feature too (though, I have not try to see where the button would show up if at all if there is entities in productionqueue). So, now in my mod, you build the wooden towers and then can upgrade each tower individually to stone. Don't have to bank up a lot of stone to research one tech to change them all at once (though I can still keep this tech modified). I can perhaps make the Military Colonies of the Ptolemies and Seleucids able to upgrade to full Civic Centers individually. * -
[Random Map] Realistic Terrain Demo
wowgetoffyourcellphone replied to FeXoR's topic in Scenario Design/Map making
I will try this. I will make 1 point first. The art of map design is to give illusion of realism and aesthetics while at same time actually making it balanced. This is the goal for a "realistic" map design. At first, 2nd, and 3rd glance it look nice and realistic and cool to look at and all that stuff, but underneath everything is balanced for the players. Does balance mean all starting point need to look exactly the same? No. But this is the trick that map designers strive to achieve. So, let us say 1 player get 10 berry bushes near village, but another player only get 5. This is bad without somthing else to balance it. But let's say we give the 1st player 10 berry bushes and the 2nd player 5 berry bushes and 5 sheeps. This is not 100% balanced, but is a lot closer. -
http://trac.wildfiregames.com/changeset/18467 Hi guy. So, the Upgrade feature is in! It is a very nice feature thanks to wraitii. I have already experiment and make upgradable tower. Wood -> Stone. Works brilliant. A few things: Would be good for to upgrade multiple buildings at once in selection. Costs do not show up in the tooltip. Maybe is something I screw up. I think the Upgrade icon when turn green (when in midst of upgrade) should slowly change green like when training a troop. How do I make RequiredTechnology? It gives me error when I try to do it. Here is my tower (sorry for bad indentations) <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_defense"> <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>15.0</Pierce> <Crush>0.0</Crush> <MaxRange>40.0</MaxRange> <MinRange>12.0</MinRange> <ElevationBonus>15</ElevationBonus> <ProjectileSpeed>50.0</ProjectileSpeed> <PrepareTime>1200</PrepareTime> <RepeatTime>4000</RepeatTime> <Spread>1.5</Spread> <PreferredClasses datatype="tokens">Organic</PreferredClasses> <Bonuses> <NerfSiege> <Classes>Siege</Classes> <Multiplier>0.75</Multiplier> </NerfSiege> </Bonuses> </Ranged> </Attack> <BuildingAI> <DefaultArrowCount>1</DefaultArrowCount> <GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> <MaxArrowCount>3</MaxArrowCount> <GarrisonArrowClasses>Infantry Ranged</GarrisonArrowClasses> </BuildingAI> <BuildRestrictions> <Category>DefenseTower</Category> <Territory>own ally</Territory> <Distance> <FromClass>DefenseTower</FromClass> <MinDistance>25</MinDistance> </Distance> </BuildRestrictions> <Cost> <BuildTime>100</BuildTime> <Resources> <wood>100</wood> <stone>0</stone> </Resources> </Cost> <Footprint> <Square width="10.0" depth="10.0"/> <Height>15.0</Height> </Footprint> <GarrisonHolder> <Max>5</Max> <EjectHealth>0.1</EjectHealth> <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> <List datatype="tokens">Support Infantry</List> <BuffHeal>0</BuffHeal> <LoadingRange>2</LoadingRange> </GarrisonHolder> <Health> <Max>500</Max> <SpawnEntityOnDeath>rubble/rubble_stone_2x2</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Wooden Defense Tower</GenericName> <Tooltip>Shoots arrows. Garrison to provide extra defense. Can be built in allied territory for mutual defense.</Tooltip> <Classes datatype="tokens">GarrisonTower -ConquestCritical</Classes> <VisibleClasses datatype="tokens">Village Wood Tower DefenseTower Ranged</VisibleClasses> <Icon>structures/defense_tower.png</Icon> <RequiredTechnology>phase_village</RequiredTechnology> </Identity> <Loot> <xp>100</xp> <food>0</food> <wood>10</wood> <stone>10</stone> <metal>0</metal> </Loot> <Obstruction> <Static width="7.0" depth="7.0"/> </Obstruction> <ProductionQueue> <BatchTimeModifier>0.7</BatchTimeModifier> <Technologies datatype="tokens"> pair_tower_01 pair_defensive_01 vision_defense_tower </Technologies> </ProductionQueue> <Sound> <SoundGroups> <select>interface/select/building/sel_tower.xml</select> <constructed>interface/complete/building/complete_tower.xml</constructed> <attack>attack/weapon/arrowfly.xml</attack> <death>attack/destruction/building_collapse_large.xml</death> </SoundGroups> </Sound> <StatusBars> <BarWidth>6.0</BarWidth> <BarHeight>0.6</BarHeight> <HeightOffset>21.0</HeightOffset> </StatusBars> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>20000</Weight> </TerritoryInfluence> <Upgrade> <Tower> <Entity>structures/{civ}_defense_tower_stone</Entity> <Tooltip>Upgrade this wooden tower into a stone tower, with +100% health.</Tooltip> <RequiredTechnology>phase_town</RequiredTechnology> <Cost> <stone>100</stone> <wood>0</wood> </Cost> <Time>10000</Time> </Tower> </Upgrade> <Vision> <Range>60</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_2x2.xml</FoundationActor> </VisualActor> </Entity> The base, wooden Seleucid tower (sele_defense_tower) obviously have the above attributes by parent. And then here is the stone Seleucid defense tower: <?xml version="1.0" encoding="utf-8"?> <Entity parent="structures/sele_defense_tower"> <Health> <Max>1000</Max> </Health> <Identity> <GenericName>Stone Defense Tower</GenericName> <VisibleClasses datatype="tokens">-Wood Stone</VisibleClasses> </Identity> <ProductionQueue> <Technologies datatype="tokens"> successors/unlock_oxybeles_towers_seleucids </Technologies> </ProductionQueue> <Upgrade disable=""/> <VisualActor> <Actor>structures/seleucids/defense_tower_stone.xml</Actor> </VisualActor> </Entity> If I leave out <RequiredTechnology> then it works perfectly, but I can upgrade it in Village Phase, which I do not want. Here is the error: Again, good job with the feature. It is nice to see and opens many many possibility.
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Perhaps autobuild is needed? EDIT: Looks like that fixed it.
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Yeah, I am not critique the team's work. A lot of things will change between now and beta and thing will change with beta too. I was just voicing my frustration and I would like modders to know how much things will change. For instance, all of the line endings in all of the template files in the game were recently change, lol. I know it might not be a critical thing to maintain for my mod, but it could easily have been something critical that take many hours to sync(if it was something I had to do manual). I just want modder to know this and plan according to these probabilities. Tooltips deleted, so have to go back through and elet your own tooltips, things like this, that are ultimately good changes, but take a lot of time and effort.
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I know development continue for core game, so this is not critique of development. Do not take it that way. My question is if it is better to wait on making mods for this game. Right now because of all the changes probably 50% of my modding time is fixing thing to be compatible with new core game changes. I feel like I am wasting my time. If I had critique of official team it would be to ask why they put the effort to support modding so early in the development. But can't undo that of courese, lol. I don't post this to discourage, but I think modder need to understand what thy are getting into. Stick with graphical mods for now if you do not want to spend a LOT of time keeping track of game changes and monkeying around in Notepad++. Just one commit from core team can set you back a hour or more.
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Victory Conditions Ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Depends on what kind of map you are talk about. For Skirmish maps, King of the Hill skirmish object can be place in most skirm maps by designer. But yeah, I would like to see Skirmish map be able to have multiple victory condition possible set by the designer in Atlas. Maybe even extend this to allow true and false and recommend. So, can choose recommended victory conditions, victory conditions that are allowable, but map not specifically designed for, and then victory condition it specifically does not allow. But maybe this is complicaed. I would like to see this be a wonder of the world, one of the 7 wonders. If it is desert map this wonder is the Hanging Gardens of Babylon (the Persian wonder is change to Gate of All Nations, I can't wait to see this, fam). If it is a temeperate map, this wonder is the Stonehenge (Britons get the White Horse of Uffington to replace). If it is a Greek map, it can be the Colossus of Rhodes (this can look really awesome). Egypt map? The Great Sphinx. Capture this wonder for X minutes and you are the king of the hill. Game can add cool structure from history to the game this way that you won't find with the current available civs. So, the Temple of Jerusalem can be one. Temple of Artemis.Thing like these. -
Balance: heavy warships too weak
wowgetoffyourcellphone replied to causative's topic in Gameplay Discussion
IMHO, commit the VisibleGarrisonAllowedClass patch. Differentiate siege weapon (bolt shooter vs. catapult) by allow bolt shooters to show up on deck of ships and on fortress and towers. Catapult relegate to anti-building role, while bolt shooters have role of augmenting other thing. Maybe have upgrade for heavy warship to allow catapult to show up on deck (just 1, in front).