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Everything posted by wowgetoffyourcellphone
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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.
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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>
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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).
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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 @#$% 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.
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First clan match ever in 0.a.d (to my knowledge)
wowgetoffyourcellphone replied to Mr.Monkey's topic in General Discussion
Agree. Unless the form is a main forum, not sub-forum. -
Siege engine pathfinding should be fixed. Think comprehensive solution. Also think complete round game design. Also, fix armor ratios of siege engines and range distance of towers, fortress, etc. IMHO, there should be a murder range, sweet spot, where towrrs and fortress are really devastating. But beyond and under that range they are vulnerable. Can have upgrades to reduce min range and incrwase max distance, but still the concept remain. Lookingh at TRAC and possible changes for Alpha 21, I see some gameplay changes coming. I can't imagine the team want scripting and UI fixes to be focus of 3 alphas in a row.
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Sergiu is only a basic player, but he has fun commentary.
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I have tried to do something about the Carthaginians, but I have not playtest it a lot. I give Carthage citizen-soldier (Liby-Phoenician Spearman, Libyan Skirmisher, Punic Cavalry) a traeining limit of 30 per Civic Center. Now, they train very fast (5 seconds), cost food and wood, and cost only 1 population. In Delenda Est, infantry normal cost 2 pop and cavaly 3 pop, but for Carthage citizen-soldiers they cost 1 pop, but have training limit. They can build building, gather, resources, etc. Carthage mercenaries from embassies cost normal population costs (2 or 3, unlike other merceanriy), but cost metal instead of food (like other mercenaries). Unlike Carthage Citizens and other civ's mercenaries, Carthage can train almost unlimited number of the mercs, but of course they can't gather resources (but can build military buildings). It is interesting changes.
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[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
@AtlasMapper There is no harm in having the different option, maybe base on American video game rating: Mature or Everyone. And since it is only actor changes probably can be made to be compatible for all players (multiplayer). In Delenda Est I plan to be a Mature mod. Gaesatae will be naked. Mauryan women have bare breasts. I was thinking of adding blood splashes too with particle. lol. But a mod is optional, not core game. -
Skirmish map (4pl) - Kefalonia & Ithaka
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Oh, I forgot this one. Sorry. lol. Still... similar features probably along coasts? -
Skirmish map (4pl) - Kefalonia & Ithaka
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Favorite part of those islands: -
New UI changes take some time to get used to as well, but I think many have excitement for something new.
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Noooope. But it could be good to have generic factions available in Atlas for scenario and campaugn. I think Germans fit better in Part 2 anyway. They had effect in Part 1 era, but their greatest hits were release in the Part 2 era. The Vandals World Tour was siiiiick.
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Thanks for the explanations. It is heartwarming to know that the issue is aware. I agree that the best solution would to turn off pathfinder unless overlay or simulation started. Is trompetin17 still working on Atlas or is stalled? I also agree other action are slow too for some reason. Pasting objects and moving them = super super lag. But my main problem is terrain update, like trying to raise and lower terrain. Almost make me want to wait for trompetin17's improvement before I bother working in Atlas anymore.
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Terrain updates and other things seem to be much slow than a month ago. Even paint terrain does not update fast. Raise and lower terrain nearly impossible. Anyone confirm? Maybe problem on my end.
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[Skirmish] Poplar Forest (3)
wowgetoffyourcellphone replied to wackyserious's topic in Scenario Design/Map making
The new oak trees are very heavy on the triangle count (too heavy -- some of the downward facing branch planes could be optimized by removing a face -- water reflects underside of 1-way tree branch planes anyway so no need for this face). But since they are larger in screen size than the old oak trees, I just increased their wood amount to 300 in Delenda Est and use fewer of them. I would love larger Baoababs and Pine Trees (Douglas Fir?) too! btw guy, I like your rock orgies. They look nice from a distance. -
I have a gift for you Zeta. These are the powerful Thebans, who break Sparta and spar with Athens. Patriots who stand against Philip of Macedon and Alexander the Great.
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This your dream map, Lion?
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Steppe is largely just grass, like this: And this: But can give visual interest with large flower ground cover too! Can have unique models for stone and metal mines like this: Bluffs near rivers. Trees cluster around water.
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Could be possible to give these structure some kind of global aura to simulate a bonus. But do you have any ideas? Right now, I just have Mercenary Camps for the gaia capturables. Also, keep in mind Steppes should be relatively deserted. Not many signs of habitation.
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I was wonder if anyone had any ideas of how to make Steppe biome maps intersting? Trying to make Scythia map. I look at Steppe photographs and it look like there is just grass and small hills and that's it. So, I think terrain blending may be the key to making it look interesting. Also, perhaps only having 1 part of the map be "steppe" and the other part of the map being mountainous or hilly or must have a river or gully (like the Syria map). Flowering plants also seem to be a lot present. We will need more models for flowering plants in the game to make the map interesting. Also, large groups of flowers for nice ground cover. It would also be funn to have tumbleweed, aka Russian Thistle tumbling around. Above you see a map example, where the right side, 60% is the steppes rolling hills and flat grasslands, but to make it more interesting the West 40% has a shallow river and mountains. I am think of putting most of the wood on the West with the mountains. Farmland would go near the river. Trees on the East(right) mostly follow shallow gullies and streams or around watering holes. Patches of shrubs and bushes with a couple of dead trees can be the rest of the wood on the Steppe section of map. I think the key for gameplay of Steppe maps will be a feature that is not yet implemented: herding. On steppe maps, the Corral will become one of the most useful buildings for player. These 2 things are made for each other. On Steppe maps, we can design parameters for resource (something the team should do anyway for all biome, but I am focus on Steppe npw), major resource be herding animals: Goats, Sheep, Cattle, Horses, Camels. And then of course hunting resource: Saiga Antelope (aka Saiga tatarica), European Bison, Corsac Fox, Wild Asses, and others. Wolves should be a major nuisance. And there could be major caches of treasures, treasure troves. So, scouting is very very important on Steppes map, mainly to grab herd animals, steal herd animals, and finding treasures. On team match, trading absolutely necessary. Something like this for resource distribution: 20,000 Wood each player (this is low, I think for a map). Over half of wood is in low-yield shrubs and bushes. Other half in trees. Only 5,000 wood found in or near player start position. 5,000 Berries or fruit trees each player (2-3,000 in or near starting positions). This is high. 8,000 Food huntables each player, 1000 inside start area (for instance, 10 deer x 100 food each), 2000 just outside start area, rest scattere around map, usually near water. 8,000 food herdables each player. Distributed in herds around the map. 1 herd inside start areas. Must go in search of the rest. Metal and Stone are pretty much distribute even across map. 5000 metal and 5000 stone in player start position. 5000 metal and 5000 stone just outside territory (easy to find), then the rest scattered around map evenly. 2 Mercenary Camps per player, one just outside start position, and 1 much farther away, maybe near a water source like a rocky stream or watering hole. Farmlands only near water source like stream or river, away from start position of players. Farming should be difficult.. Falcons and Vultures would be nice. "Hawk" currently in the game is huge, the size of a Golden Eagle. Should be rename to Golden Eagle. A closeup of potential start area. You see most of wood is shrubs and bushes. They are low-yield at only 50 wood per bush. You see the herd of herdables inside start base. You see herds of 10+ huntables nearby. You see a lot of berry bushes, but they are not all clump together in one berry orgy. Stone and metal are spread out, not tucked next to the Civic Center. There are wolves at the periphery. Wolves should be a constant danger to solitary units wandering nearby.