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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. 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.
  4. Hmm, this would not be bad. Maybe add some more embelleshiment. I think moderle would need to be creative to make it more visually interesting, but the overall size and shape and idea is good.
  5. In my mod, the Ptolemies have a great array of mercenary troop trainable froom the mercenary camps placed through the map. They also have a bonus where mercenary are trained nearly instantly (other civ takes 5 sec to train a merc). This give an interesting dynamic to this civ, because batches of mercenary train instantly too. I also removed the redicilous bonus to their Lighthouse. I don't think the Lighthouse bonus was suppose to be that way. I just made it cheaper and give greater vision range. I also remove the Juggernaut as a separate unit (there is not juggernaut model in the game and to make one would need a very large model, probably too large for the game as it is designed right now -- there is not enough water space on water maps). I instead give Ptolemies a "Tessarakonteres" special technology which increase the health of their Heavy Warship.
  6. Basically try to choose the era when the civ has most dominance or is most distinctive. Within 500 BC to 1 BC.
  7. Wow. This is inspired. The spirit of Vangelis. Sounds a little like Blade Runner! "All those... moments... lost...like tears... in... rain..." Can you give backstory to the mod? Is there a storyline? Must be desperatation. Edge of annihilation. Humanity on the brink, fighting against all odd. A fighting retreat, then a desperate last stand. We will not go gently into that good night.
  8. Dudde, use some Synthwave and Trance music for the soundtrack and I am "in." Here is a great song, copyright free: Synthwave! Have some independant artists in this genre. Can get permission. Would be fantastic fit!
  9. "Royal Peltast" of Hellenistic era refer to the size of the shield, a small round "pelta", like a pikeman shield. So, Royal Peltasts of this time are heavy pikemen. The best men, the best armor, like the "Silver Shields" of the Seleucids.
  10. Not really. Has nothing to do with citizen happiness. More to do with glorious acts. See my quoted list.
  11. You can try it in Delenda Est. I also made the wheat wave in the winds.
  12. Yes it seem like fish are renered as a transp[arency? I can see the coral through the fish models for some reason, but not through the water (because of depth rendering).
  13. Could it be relate to the pathfinding map? For example, water is red in Atlas if I choose a pathfinder overlay.
  14. The major problem with the sky is that it is squished. The sides of box are to short. It's like a pizza box now instead of a cube like should be.
  15. Mmmm steamed milk and shot of espresso. Put... put your 0 A.D. in it.
  16. Okay guys, I have idea. Let's put 0 A,D, onto The Steam.
  17. Maybe. But I think it more interesting if maybe all unit are only 2 resource cost, but maybe add a resource cost based on a tech effect. So, if you give "Sidearms" (knives, swords, etc.) to infantry, you add attack amount but also add +5 metal cost (so now the spearman also cost 5 metal). Just example.
  18. In my mod I give two docks. A Commercial Dock for fishing and trading, and a Shipyard for military ships. It work well I think, though confuse AI for now.
  19. I think final texture size can be 256x256 like many soldier textures are now. A lot of the old texture are 128x128.
  20. I have talk about how the CS concept do not need to be dropped in favor of battalion. Battalions can still perform like citizen-soldiers.
  21. If you mix concept, it will be watered down and a mess to control. No game I have play has adequately to my satisfaction had a mixed system. It always felt disjointed and unnecessary with added complexity. So, I think the game should either have battalion or not. You can always have match start with extra scouts and hunters or something so you can have your fun microing a unit to spear a boar. I can very easily see each player being able to train individual units like foragers or scouts for those roles, but then that are their only roles. They don't swap into and out of battalions and add steps that make the concept feel tacked on.
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