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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hi guys. Would an aura script like this work? Thanks. { "type": "global", "affects": ["Warship"], "affectedPlayers": ["MutualAlly"], "modifications": [ {"value": "Cost/BuildTime", "multiply": 0.75} ], "auraName": "Delian League", "auraDescription": "Allied warships -25% build time as long as the Athenian player has a shipyard." } Should use MutualAlly or just Ally? Thanls.
  2. I feel like the wooden palisade models need to be rework to be as long as a standaard stone walls. The gate would be as wide as a stone gate too.
  3. There would be many differences, see my other posts.
  4. You are talking about too much micro (like WFG team member @sanderd17 said). I to come up with idea to include slaves with less micro that have at least chance of be implemented.
  5. Not necessary, IMHO. Better to keep it simple. Beside, in real life slaves lived in the house of their master (except state-owned slaves of course).
  6. Say a global pool @ 30 slave per player. Slaves get more expensive as limit get near. (start out @ 25 F, 25 M, when pool limit reach, last Slave cost maybe triple). 2 player match, global limit is 60. 3 player match, global limit is 90. etc. So you buy them and the limit goes 45/90, 46/90, 47/90, etc. When one dies one more become availabl. Since they are great gatherer, give them lifespan. In my mod the life span is about 8 minutes.
  7. Unfortunate, right now not possible to change build limit base on tech, only remove build limit. This because build limit is determine by the Player.js file, not the entity templates.
  8. Right. Enslaving specific unit is tedious micro (unless it happen automatically, I would still like Female Citizen to convert somehow, maybe when player defeated?). Better to make that part more abstract and make it some kind of pool.
  9. I have something like this in a mod: Male Slave (Servus) 25 25 1 Trained at Storehouse Gathers only. Good at mining and dying. Female Slave (Serva) 25 25 1 Trained at Farmstead Gathers only. Good at farming, foraging, and dying. Can only train 30 slaves. They slowly die as they live so you must replace them periodical. There are two tech relating to them. You can only choose one or the other tech. Slave Quarters 600 400 Slaves cost 0 population. Slave Markets 600 400 Slaves training limit removed. Instead of being trained at the storehouses and farmsteads, it would be neat to train them at Market with a global pool number that can be train. And then as the global limit is being reach the slaves start to cost more (supply and demand). That take quite some code though. Since the Principate Romans have a 100% professional army, the citizen concept is change a bit to this: Roman Citizen (Civis Romanum) 50 2 Trained at Civic Center Builds civic and economic buildings, gathers resources (but not very well). Very good at building. Because of greater health and great aura effect, cost 2 pop. "Slave Ownership" aura: Nearby slaves gather +25% faster. Range: 15 meters.
  10. I understand about reality of bow range, but this is video game where "large battles" only have about 100 men per side and you can build a city in mere minytes. And also like you kind of say already, archer in 0 A.D. have unlimited ammo. So, I think for range we should think about balance first.
  11. I think lots of ranges (like vision for example) are way too long in vanilla game as it is. In my mod Archer Infantry have 40 attack range. In vanilla the Archer Infantry have 72 attack range. This is too much. Similar ratio respect to vision range.
  12. I have experiment a lot with Delenda Est (local copy), by making it so only 1 arrow come from towers, fortress, etc. and only other arrows come from propped garrison units. For instance, you cannot pack a bunch of soldier into Fortress and get 20 arrows and soldiers stay safely inside Fortress. No, those unit who are archer show up outside on battlements and then they shoot at attacker. Arrow shooters are vulnerable to counterattack and as more defender archers die, fewr arrows for defense. Fortress become strong defense point, but does not have offensiveness without vulnerable archer on top. I have made so only archer or other infantry ranged garrison show up on battlement: This can be done easily for Wall turrets too. Only a few of the turret need redesigned for propped unit
  13. Alternative: Reduce wall turret range (and look into reduce Fortress range too). They are suppose to be defensive, after all, not offensive. This benefit all attacker units equally.
  14. I can let you use my merc camps and merc unit from Delenda Est, no problem. The merc camps cannot be destroy and and merc system work flawlessley.
  15. These are actually possible with the game, but need some extra code for the starvation part. I know you are only giving example, but it would be cool to explore such things in a mod.
  16. Realism mod would work wonderful if battalions implemented actually.
  17. Robust discussion is not necessary controversy. Don't feel bad. Even my post is just opinion. All have opinion.
  18. This question is not relevant to 0 A.D. The important thing is to have a coherent grand vision, and then create it to the best of the ability. Kowtowing to the whim of random players on a forum is not the way to realize grand coherent vision. A scattershoot unpolish game design will not make the game mainstream popular or underground hit.
  19. Hmm, because walls should be defensive and wall tower have been historically places to shoot from. haha. It's very siple to tweak their range like I suggest and then also maybe reduce their attack strength. It's not hard, but I don't think team has gameplay person on board. Thank you for reminder! I intedned to reduce these costs. EDIT: I foget I also have this nerf for wall tower in Delenda Est: <Bonuses> <NerfSiege> <Classes>Siege</Classes> <Multiplier>0.75</Multiplier> </NerfSiege> </Bonuses> </Ranged>
  20. Okay, so for instance Public Mod have Wall Towers at: 88 max range 4 min range This is reeeeally out there. Should be more like this: 40 max range 12 min range So now you have distance that is deadly, but catapult out-range the towers and fast units can get under the towers minimum range without dying. Then have a technology pair for the owner of the towers. Choose btween towers with no minimum range so they can hit soldiers at their base but not outrange siege. Or a tach that outrange siege but don't hit soldier at the base. One or the other, the defenseive player can't have both. right now, the defense player CAN have both. BTW -- paired technology was remove a couple of Alphas ago, but capability remain (see Delenda Est).
  21. Cost, build time, and all that stuff for Walls is not set in stone (harhar). It could very well be that cost be increase or building time or combo of both that can balance the time and resource necessary to build walls. I can also see maybe increase siege effectoveness to walls, but 2 hits is outrageous, consider that building walls right now is a pain in the @#&#036;% too because of pathing. It is difficult to say this or that should be done when pathing for these things are not optimize. We do not know the balance of cost, build time, and management (HUUUUUGE consideration, a cost itself) of these things in the end yet. Remember you are play a game still in ALPHA stage. PS: I enjoy spirited discussion so do not take offense. EDIT: Also condider the possibiluty of making walls cheap and weak in the beginning, but if player want strong walls, then uber walls, they have to PAY for it with technology upgrades. Game is very short on these right now. Think outside the box, brother. EDIT2: Make the Turrets expensive and take longer to build, but then make the curtains between them cheap and fast to build.
  22. Wall Turret and Fortress arrow range should not outdistance catapults. This is very simple change. Also, incrwase pierce armor of battering rams (or add techs to increase armor, I prefer this).
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