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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. They are easy precisely because I (a idiot) was able to add them and they worked.
  2. Storehouse upgrade only affect extraction rate, not total amount. The mines deplete faster with upgrades. Can't increase amount of mine have, because the mine does not belong to player, it is Gaia. Think about it this way: How would the gameplay work out if for Player 1 the mine give 5500 metal but for Player 2 the same mine give only 5000 metal? Can't have that discrepancy. I did have an idea about capturing metal mines by build a Storehouse on a "slot", kind of like Vespene Gas in Starcraft. Then the miners go into the mine shaft and extract the metal. I could imagine an enemy could destroy the Storehouse, killing your gatherers inside the mine shaft. Then the player could capture the mine by buildi their own Storehouse on the slot. But all of that is just idea for now. AI bot can and does barter as far as I can tell. About your real-world maps. It is important that you make sure that gameplay is not hamper by strict adherence to real-world purity. For instance, starting area need to be large and open so city can be build, etc., and have areas suitable for buildig new cities. That is, unless you want to force a certain type of cramped gameplay. This is just advice base on screenshots. I have not played the map yet!
  3. It look like Alpha 20 is imminent, hmmm. I think release should have at least 1 or 2 good gameplay improvement or feature but I cannot think of anything new in months. There are many patch on Trac that I've try in Delenda Est that work. 2 small improvement that I can confirm work good (but maybe need some tweak) are: 1. Sheep in corral food trickle. Only thing that need fixed is prevent animal from wandering. This is not in DE anymore because of changes to UnitAI deprecated my changes. 2. Only allow ranged infantry garrison show up on battlements. I have this working in Delenda Est for couple months. Major work here is determine the prop points, but you can ask some fans to do it. Both base on patches from Trac. These 2 thing can easily added with some tweaks and tested. I'm sure there are more. Not difficult to add, but add some new dimension to the play.
  4. No, they are old meshes with the old promote animations. Look way better than poking building with pitchfork (lol) or just standing there peeing on a wall (confusing).
  5. Grab the actors from Delenda Est and use those for now:
  6. Hmmm, nah. that look too complicated and doesn't make sense in reality.
  7. Right now you can build towers in your allly's territory and that is great. They should not get territory though when place in ally territory which is what they do now. That need to change. Should just have territory effect removed when place in ally territory.
  8. http://trac.wildfiregames.com/changeset/17875 Hi guys, Here now we have shared dropsite tech. It is a good thing. But I was think it could be better. In this tech you force your ally to allow you to use their dropsites. This isn't very nice for an ally to do, is it? Now you can steal your allies stone and metal and wood without their permission. (EDIT: tested aianst AI, not against human, so it defaults to forcing Ai to allow you to use their dropsite, since maybe logic is not there to make the decision to unlock different dropsites, see edit at end of post) Instead I was think it should be the other way arround. The tech should be to allow your ally to use your dropsite. This makes for more team interaction I think and more team orient. This is a gesture of goodwill to benefit your allies instead of only yourself. Also, in Delenda Est I rename it is Trade Agreements and use a shaking hands icon, to show it is a gesture of friendship. EDIT: Though now I see there is unlock button for your dropsite. Hmmm, does this show up after your allly research the tech? All-in-all this game need better notifications as well: Ceasefire timer "Mimo has reached Empire Phase!" "Your ally has researched Trade Agreements! Unlock the dropsites you wish to allow your ally to be able to use!" A bunch more.
  9. This guy go good for Gambia River skirmish. Their range could have ben much large in antiquity.
  10. Just modify the templates. <BuildRestrictions> <Territory>own neutral ally</Territory> </BuildRestrictions> Then add these to the template to stop the structures from losing loyalty and from casting a territory effect: <TerritoryDecay disable=""/> <TerritoryInfluence disable=""/> If you want to do some moddding, I suggest you download svn version of game. It is developer version and all files are moddable. From there we can help you make a mod folder where you can put your new files into without worrying about mess up core game files.
  11. What doo you think about instead of making separate female soldier units I just make male and female variation in each actor?
  12. I have been think of getting rid of heroes in default play for a while now. Until battalions are implement, I was thinking to add Officers (Infantry and Cavalry), Bannermen, and Noisemakers instead of heroes. Heroes stay in Atlas though and can be use in scenarios, like AOE2. The only one that does not work well right now is Noisemaker because of programming, but I'll detail ideas anyway: Officers Infantry Officers Attack damage boost for nearby infantry units Limit: 3 Cavalry Officers Attack damage boost for nearby cavalry units Limit: 3 Bannermen Defense boost for infantry and cavalry nearby units Marching speed boost for units in his formation Limit: 5 Noisemakers Unit will blow horn or play instrument in a rechargeable ability (recharge time around 30 or 45 seconds, maybe improve with tech) - This is part that take the most programming Attack speed boost of nearby units (encouragement) Attack penalty of nearby enemy units (intimidation) Limit: 5 Along with priests, I would consider these units the quadfecta of "army support" or auxiliary units that boost the army of your civilization. Why not add these along with heroes instead of get rid of the heroe? Because I believ this (and all games) have a balance of the amount of brain power that should be required to play the game effectively. Right now, the game have a lot of good feature at the limit of this balance, especially when talk about unit types. So, if I want to add this concept of auxiliary boost units, then I should take away some other kind of unit, and hero is logical choice since the auxiliary boost units do what heroes tend to do.
  13. Armor References Unit Types: Elite and Champion Soldiers (aka, Cataphracts, Royal Bodyguards, Elite Cavalrymen)
  14. Side note, I like how bright and lush the lighting is in 0 A.D. The Cossacks 3 video the other day looked sooo dark and dreary, like a lot of AAA game.
  15. Hi. Is this page up to date? If not, what are the new tech modification? Thanks, http://trac.wildfiregames.com/wiki/TechModifications
  16. I disagree. The Cossacks 3 trees look way more naturally than the old Warcraft trees. Behold, friend: btw I like the cossacks 3 farm fields too.
  17. That look awesoome mod for AOM. Though for 0 A.D. default game? Not so sure. Probably good to have feature for the future, sure. But about heroes, I might just remove heroes completely from Delenda Est.
  18. Nice trees. I wish they sway. I was watching for them to sway. lol
  19. Wildfiregames.com does not seem to render good on Chrome mobile. Only bad part is links at top of page. Thank you.
  20. Female Clothing Unit Types: Scythian Female Citizens, Maiden Head Hunters Shaman Clothing and Props Unit Types: Healer Animation Refs: Basic Tunics and Jackets Unit Types: Basic and Advanced Soldiers, Scythian Male Citizens, Trader Trader and Cart: (trading goods in lieu of family members)
  21. I have made it possible with late-game tech for Imperial Roman solider to build Onagers in enemy territory.
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