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Everything posted by wowgetoffyourcellphone
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Wording Topic
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Then it would be "bonus/penalty" if something can be either/or. I do not know why you take personally. English can be studied after all, so it does not matter where the critique come from, a native or non-native speaker as long as the critique is founded well. -
Wording Topic
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Bonus / Penalty is very simple and "penalty" is something use in other games. I have never ever anywhere in any game see "Malus-Bonus." In fact, in Latin it mean "Bad-Good" which make no sense in the context. In fact, in English the word "Malus" is only ever use in financial matters: The return of performance-related compensation originally paid by an employer to an employee as a result of the discovery of a defect in the performance. - Wiktionary. Trust me, Litmus, "Penalty" is much better. "Malus-Bonus" in fact sound like something someone made up because can't think of the right term (the right term is Penalty). -
Some things in game are word very awkward IMHO. First example I can think of is the use of word "malus-bonus." This is silly. Use word "penalty" instead. I am not native English speaker but even I can see "malus-bonus" is awkward. There are other examples too. Anything come to the mind?
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String truncation in diplomacy window
wowgetoffyourcellphone replied to GunChleoc's topic in Bug reports
All the pop up window in the game need redesign. Use same skins though, they nice. -
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Young man has most English of English accent.
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Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
wfg have many dollars. They can hire a graphic artist to make icon. Sheesh. -
Finishing the Seleucid Faction ideas
wowgetoffyourcellphone replied to Phalanx's topic in Gameplay Discussion
Devs should jyst merge all my stuff with core game, but I am bias. They have access to the mod, trust me. if they wanted to use the stuff they could but they don't, so here we are. -
Guys it only a mockup.
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Changes in farms
wowgetoffyourcellphone replied to mimo's topic in Game Development & Technical Discussion
Hi mimo. I like your #2 proposal. It's very cool idea and make sense to me. It kind of like a field going fallow to disuse. I like #1 too. I don't know why field so strong in vanilla version. Burning enemy field was common tactic for marauding armies. Field should be very vulnerable. To that end, I think you should look at Delenda Est farmland implementation. It is hacky, but as game mechanic it work. It push farming far away from the center of town. -
Game need somethink like this:
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Alpine Valleys rework
wowgetoffyourcellphone replied to niektb's topic in Scenario Design/Map making
Need normal map and parallax. Probably why the original texture was use, I imagine. -
Corral supposed to have other feature that make it a lot different. I started work on it, even had it working at one point, but team did not support me. They had other priority. So we wait. Corral and sheep supposed to work like the temple and relic of AOK. Capture a gaia sheep, horse, goat, pig, or cattle, and garrison it into the corral. Then you will gain a free trickle of food resource (or in the case of horse, your cavalry are cheaper or train faster). I had the 2nd part woeking in my mod with the help of a team member who had a patch sitting in Trac. I had to copypasta some code from his patch into the UnitAI.js file to allow the animals to be garrison. A simpel garrisoned aura and some tweak to the corral template to make the animals show up completed the trickle effect. Only problems were: 1. The animals still performed their "wander" animation and pathing. The actor stayed at the prop point and would "wander in place" but the actual entity would wander outside the corral. lol. I could see the selection rings wandering around. So, a new state need to be made to stop the animal from wander or an existing state need called. 2. Gaia animal cannot be captured yet. I try to givee them capture point, but the soldier always stab the animal, not capture it. This would be very nice feature for team to implement for this alpha and is super simple.
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Creating a unit? PLZ HELP
wowgetoffyourcellphone replied to Timbabwiani's topic in Tutorials & Guides
I would just edit existing actor and copy-paste code from a archer actor. -
This is a simple hotkey, yeah, but maybe should still have as minimap button. Also, all buttons should show the shortcut key in a tooltip I think.
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How can I make new stances?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
I am sorry Sanders, yout first post make me seem like you say it was difficult or the optimizations would still make it expensive. I think such ranges can be optimize further if game have battalion since whole battalion (multiple soldiers) can have 1 range, but maybe there are other range calculation I am not thinking of as well that battaltions would not help optimize. -
Godpowers like in AoM (non-magical)
wowgetoffyourcellphone replied to StreptoFire's topic in General Discussion
No no. I mean there are 5 powers per phase available to choose from before the match (in the meta game), you choose only 1 per phase to have avail in the actual match (so total of 3 or 4 depend on number of phase). If the game to have commandments or powers, I would not want them to be hero-based. The game is strategy at this level, not MOBA or RPG. If you want RPG element, then it need to be a separate thing like a Hero Mode (Rise & Fall did this well enough, almost like proof of concept). AOM's special hero attacks are fine to have (because they were mostly automatic and were tactical, not strategic), but that is a deifferent discussion I think. Game is 3 levels: MetaStrategicTactical -
How can I make new stances?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
AOK and AOM are similar stances to my propose. You tell me they can do it in the year 2000 but we can't do it now? -
Godpowers like in AoM (non-magical)
wowgetoffyourcellphone replied to StreptoFire's topic in General Discussion
I don't think OP mean to rain meteors down on enemy base. Morelike the "war cries" you suggest. I think such powers would be cool and add some strategy. I also think it would make neat metagame to choose decks of power ahead of time like Lion suggest. Say, 5 weak powers available for Village Phase, 5 better powers avaIL for Town, 5 for City, 5 for Empire Phase. Select in a menu before the match which powers you want. 1 power per phase (so, 4 in my example). Have 3 out of 5 powers for each phase be generic for all culture, and then 2 powers per phase be culture-unique. Or.... Make the powers available be a choice when phase up. 2 powers to choose from kind of like choose minor god in AOM. Also, add unique techs to these choice too (but this is different discussion). And by "powers" they can be call "Policies" or "Commandments" or something like this. This of course add feature creep, but theere is discussion on how to make the gameplay more fun, more strategic, more dramatic. I think the game need more Drama. It lacks this. It is only a grind right now. -
The game only need 3 stance to select for players: Stand Ground Only respond to melee attacks directed at them. They will not respond to ranged attackDoes not automatically attack anything within vision range, unless being attacked by melee enemyDoes not chase enemies at all, unless player targets the unit to chase (then the unit switch to defensive)Defensive Automatically attack enemy who come within 25% of vision rangeOnly chase enemy target to outside of 50% vision range, then stop chaseAggressive Attack all enemy who comewithin 75% of vision rangeOnly Chase enemy target to 100% (edge) of vision range, then stop chaseAll other behavior and stance can be hidden (like Avoid, etc., which are default behavior of some unit). The current behaviors of Defensive and Aggressive cause bad gameplay behavior. It is also useless to choose btween Violent and Aggressive, so I want to get rid of Violent. Passicve is useless when you can choose Stand Ground instead. Defensive just act weird, and Aggressive is too aggressive by attacking and chasing enemy within 100% of vision. I think my changes will make unit easier to control in a battle or in generral. So, does anyone know the step to take to make this reality?
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[Skirmish] Golden Island (2)
wowgetoffyourcellphone replied to scythetwirler's topic in Scenario Design/Map making
Should be biggr. Imho -
Reduce range and vision -50% maybe.
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What should day/night cycle achieve for gameplay, in your mind?
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In order to create diverse roster, the Daphne Parade and 2 large battles fought near height of the empire's power against 2 of its biggest foes are used as source. Why would you not think this is a good era to depict? We know from sources that the Selucid use: Dahae/Scythian cavalry archrsMedian and Persian light and medium cavalryGalatian mercenaries (probably infantry and cavalry, sword and spear)Thracian mercenaries (rhomphaiaphoroi and skirmisher)Arabic mercenaries (skirmishers)Greek mercenaries (thureophoroi mostly, maybe some traditional hoplite style, and Cretan archers)Greek Citizen/Militia/Colonist from Syrian tetrapolis, armed in thureophoroi/medium spear - "Power of Cities"Bronze Shield pikes, Silver shield Pikes, and Romanize sword recruit from the "flower" of the Greek colonistsElephants from IndiaHeavy cavalry, Hetairoi, Agema, and Cataphracts recruited from Greek colonies, but mostly from Syrian, Persian, and Median nativesAsking if you are crazy was joke.
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I actually printed a 0AD disc today
wowgetoffyourcellphone replied to Dekay's topic in Art Development
What did you put on it?