-
Posts
10.835 -
Joined
-
Last visited
-
Days Won
530
Everything posted by wowgetoffyourcellphone
-
Hello guys. Sporry for the delay. These past 4 days have pneumonia. Not severe, so no worry, and I am recovery at home quite nicely. Here is what I think will satisfy you. I also fix the alpha channel a lot from original (most will not notice this however).
-
It annoy me so much Sergui does not drop off his resources before he retask his workers. lol. He loses so much resource.
-
Sound of Stone hit and Catapult thrown
wowgetoffyourcellphone replied to Phalanx's topic in Art Development
I think impact sound should come from actor or entity that impacted. This way game can have wooden impact sounds, stone impact sounds, etc. base on the object being impacted. So if a wooden building like a house, it could have "sound impact catapult wood" or something while a stone building like a fortress or stone wall would have "sound impact catapult stone." So the catapult projectile would make different sound base on the impacted structure. Would need some code for a ground thud for missed targets. -
-
Question: Would Sparyan cenotaph be center justify or left justify or either? I try left justify here: Here you go guy. It is this kind of detail by which 0 A.D. can truly shine! Thank you guys for bringing this to the fore front! Hopefully developers are still active and can include this into the game. Developer: Hear out plea!
-
Danny: I will try this in Photoshop right now, guy.
-
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
So, I may split the mod. Delenda Est: Part 1 era. 600 BC to 1 BC. New civs Epirotes Pike and Elephant civ. Good mix of mercenaries Thebans Fire raiser siege weapon A "basic, core" civ. These guys are closer to the "core gameplay" of 0 A.D. than any other civ. Scythians - UPCOMING RELEASE - Completely conceptualized and ready for implement No territory effects. Can build anywhere. Cheapest and weakest buildings of Part 1 civs, by far Heavily cavalry base Females, like Celts and Spartans, are strong; maybe even have some female version of units. Might test this out to find interesting gameplay with this gender experiments Triumvirate Romans - PLANNING STAGE NEW HEROES: Civ bonus: Train any 3 heroes at once! Gaius Marius (The one who started it all. The reformer of the Roman war machine) Cornelius Sulla (This guy sacked so many cities, it's not even funny, guys) Pompeius Magna (Pompey the Great, 'nuff said) Marcus Antoninus (Mark Anthony) Julius Caesar (The man. The legend.) Gaius Octavian (Augustus Caesar before he was sole-ruler of Rome!) Bonuses vs. barbarian civs (TBD) Marius' Mules special tech! New features Empire Phase: Build a Wonder to unlock the 4th phase of the game. This unlock any powerful techs, especially at the Fortress. Mercenaries and Mercenary camps - IMPLEMENTED, working NEARLY FLAWLESSLY. (Still need some mercs for Indians and some other civs) Farmlands - it is hacky, but IMPLEMENTED and working beautifully Strong core (city concept), weak countryside: Farms, Farmsteads, Corrals, and Storehouses can be build outside of terriitory. Territory effects of buildings lessened to make the city core compact and defensive. Technologies: 100 new technologies and tech pairs IMPLEMENTED. So many new technologies and the tech tree is nearly 100% customized. At least 50% of all civs have unique techs PAX ROMANA: A FRAGILE PEACE: Part 2 era. AD 1 to around AD 600. Will use this mod as a test bed for new concepts and civs. New civs Principate Romans Moved from DELENDA EST to PAX ROMANA: A FRAGILE PEACE Completely new Slave / Citizen economy!!! Auxiliary Barracks allows for Auxiliary Units to be traine So many new techs. Completely new blacksmith and barracks tech tree and other tweaks to the tree. Unlock Town Phase by building Temple of Vesta. Unlock City Phase by build Triumphal Arch. Legionnaires can build Onagers in enemy territory after researrch Field Artillery. Dominate Romans Late Rome or "Early Byzantines" phase of this civilization. Palace Army / Field Army / Frontier Army dynamic? TBD Belisarius, Justinian, Constantine Germans - PLANNED Human sacrifice? Wooden structures? No stone costs? Split tribe choices at City and Empire Phase? Or, make separate civs, like the Greeks: Franks, Ostrogoths, Visigoths, Marcomanni. May have to do this if not have ability for phase splitting UI Huns - PLANNED Similar to Scythians, but have packable structures. Fully nomadic. Always start match in Nomad mode. These guys require the most programming to be implement Parthians - PLANNED Mix between nomadic (Scythian/Hunnic) features and Iranian (Persian/Sassanid/Achaemenid) features. Axumites - PLANNED 100% new African-based civ Build small pyramids for some kind of effect, TBD 100% African skinned units and structure. Maybe free tier-1 structure like the Egyptians (Ptolemies) New features Unsure. Need these features in core game: Buulding packing. Ability to start Huns always at Nomad level. Delenda Est is a dependency, so has all of Delenda Est's features, like Farmland, Empire Phase, Mercenary Camps, etc. -
Guys, I have successfully modded siege weapons to be able to be build in the field by soldier! Behavior isn't 100% satisfactory, but is 95% of the way to what I think want to be. The only thing is that the Onagers swivel (this is right word?) too fast. I think they should swivel slower to face their target. Other than that, my new Field Artillery tech work wonderful! Right now, the tech, Field Artillery, is only enabled for the Principate Romans. I will enable them for other catapult civs eventually. Research Ballistics at Fortress. This both unlock ranged siege weapons and unlock Field Artillery tech at Fortress. Research Field Artillery to allow Principate Roman infantry soldiers to build stationary Onagers in Neutral, and Enemy territory. So very good to siege cities! I think I will make stationary Onager catapult the field artillery for the Principate Romans, and then allow Heavy Ballista, a packable, moving siege weapon, for building at Fortress. Right now the field Onager cost more and take longer to build than Onager at Fortress. They also still cost housing. Another change I make is to have the Flaming Munitions tech swap actor of the Onager to make the stone go to flaming only after researching the tech. This reminds me of Age of Mythology how they did this and make a visual understanding of the effects. Guys this make me happy that these thing is achievable with the current engine.
-
Multiplayer - host ends game when defeated
wowgetoffyourcellphone replied to MerlinH's topic in Help & Feedback
Right now host should leave match open (should not quit the match) after defeat. -
Perhap it should be the famous cenotaph: "Go tell the Spartans, stranger passing by, that here, by their law, we lie." Something like this.
-
I miss the videos with voice commentary.
-
Not until persistent formation fighting or battalions implement.
-
Deleting unnecessary bots on large maps
wowgetoffyourcellphone replied to MAFF's topic in General Discussion
That would be a different kind of assignment. No, if a player slot is unassigned, then the buildings and units should not load (or be remove, don't know how the game would have to handle it). -
Building capturing needs refinement
wowgetoffyourcellphone replied to Hitman's topic in Gameplay Discussion
ehhh, it is up to the other players to administer reprisals. The local population is just units controled by players. If those units are dead or gone, then there can be no reprisal. I think you are thinkinh of a macro game like Total War. There are things that can be useful from Total War, but 0 A.D. is on a level between macro and micro. What you are talking about is exterme macro on the level of a strategic map. 0 A.D. is more intimate than that. In 0 A.D., that naive population is likely wiped out because that native population is made up of the enemy players units. So, in 0 A.D. what you are doing are massacring the local population and repopulating the city with your own settlers. You are try to add some abstract macro idea about native populations and cultures that is not present in a game like this. -
Deleting unnecessary bots on large maps
wowgetoffyourcellphone replied to MAFF's topic in General Discussion
I wish if bot set to 'Unassigned' then those structures and unit be remove from the map. -
Building capturing needs refinement
wowgetoffyourcellphone replied to Hitman's topic in Gameplay Discussion
I think all defense building should need destroy (defense tower, wall, fortress). I am on the fence about barracks tho. I just think capture is good feature, but need to be more targeted or special. -
Building capturing needs refinement
wowgetoffyourcellphone replied to Hitman's topic in Gameplay Discussion
Reduce capturing to only Civic Centers, Houses, and Temples. Also, make it easier to switch between attack typpes (Destroy or Capture). Make the switch obvious. I have some ideas how to do this but you all would just criticize them to no end and nothing will be done in the end. lol -
Yeah I know but this can't be done in the game. Game is a mosh pit.
-
[Gameplay discussion] Phasing out phases
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
Hrm, I might tyr in Delenda Est. Farm Fields are exempt from tally. What do you think? Village Phase Max 20 buildings Build 15 structure to unlock Town Phase Town Phase Max 40 buildings Build 30 structure to unlock City Phase City Phase Max 60 buildlings Unlocks more Civic Center to found new cities. Each new city increases max buildings by +30. Build Wonder to unlock Empire Phase. Empire Phase Unlimited buildings -
In what context, guy?
-
Water Rendering
wowgetoffyourcellphone replied to aeonios's topic in Game Development & Technical Discussion
Sometime I think the reflections of objects can be too colorful (and too bright) or too detailed. I think it is difficult with current game's rendering to get this effect, which I see in most rivers in rreal life: -
Isn't it jujst a weak early game cav to use for hunting and scouting? I don't think every unit need to be promote.
-
Water Rendering
wowgetoffyourcellphone replied to aeonios's topic in Game Development & Technical Discussion
1. Did you rebuild pyrogenesis with the patched files? 2. If you did you have to have the right angle in relation to the sun to see the sun reflection. This is true without the patch as well. -
Game doesn't need giant maps. Game needs adjustments for the gameplay it already have. For instance, random maps are too cluttered right now. Straggler trees everywhere. Makes difficult to place buildings. Now, if building could be placed over trees (trees disappear) this would not be a problem. Barring this, the maps need uncluttered. Just a example. And then, if the team want large ships, then water ways need to be enlarge.
-
To have honesty... I think the team need to decide if they want big cool ships with arhcers showing up on the decks, etc., or not. If not, then the ships need to be made smaller. Maybe not as small as Age of Mythology, but smaller than they are now. Right now, ship are capable of showing archers on deck (I commit to my mod a diff from Trac that allow for desginer to make only certain unit show up on garrison prop points, thank god for this patch -- I just wait for the day when Public mod changes deprecate this cool feature in my mod, just commit it already folks). Problem with visible garrison point on ships has to do with pathfinding being confuse and cause bad behavior (my guess is all propped units have their own paths which conflict with the path of the ship). If this is fixed, and the patch committed that allow ships (and forts, etc.) to show only ranged unit on deck, catapults, etc. then game is on a good track for interesting ship combat (just add ramming to complete features, forget boarding; then add some custom code for ship pathing so they act a little more natural). If not, just make them small and then you don't have the propping and ships can be easy and boring (but less work). @Royal Peltasts: It would be GREAT to have battalion feature in the game, so then you can have 1-off recruitment of special battalions like these. For instance,Royal Peltasts can have a battlion limit of 1, making them the truly elite of the elite of your pike corps, and then how you use them and where you use them become important. These guys are your cream of the cream. Upgrade them with an officer, a priest, and a bannerman, and they are a battalion worthy of the name. Guys, cool @#$% like this. Like for Spartans, use imagination and think about how you could train: Perioikoi Hoplite Battalions: Unlimited Standard spearman battalion, with Bannerman, Noisemaker, and Officer upgrades. Spartiate Hoplite Battalions: 5 Champion-level battalions, with Bannerman, Noisemaker, and Officer upgrades Hippeis Hoplite Battalions: 1 Ridiculously strong. Upgrade with a hero, like Leonidas, to complete the badassery. A Priest could be a special upgrade. He heals units in his battalion and can perform a pre-battle sacrifice of a goat.