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Everything posted by wowgetoffyourcellphone
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Ramming would be good regardless of style I mean. What I mean is, do player want lots of (smallish) ships for large macro sea battles or fewer (large) ships for micro battles? How big do players want typical sea battle? This determine level of detail (both artistically and gameplay features) for individual ship.
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I would like to make it so that a new Triumphal Arch must be build to unlock each Phase tech. I want the EntityLimit for the Arch to be 1, and then increase by 1 for each Phase (so that another arch can be built to unlock next phase; subsequent phase require 1 additional Arch to unlock - 1, 2, 3). In Player.xml, I can set EntityLimit like this under <Limits> list: <Arch>1</Arch>Can I use <RequiredTechs> as a LimitChanger? I see it done under LimitRemovers, but can it be done under LimitChanger? I could hack around this my just making 3 different Arch buildings, but it would be more elegant to have it done with 1 Arch building entity so that there are not 3 Arch building buttons in the UI.
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Has there been definitive answer on style of naval combat for gameplay?
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My hero are: Octavian AugustusTitus Flavius AugustusTrajan AugustusOther possibles were: Hadrian AugustusAgricolaMarcus AgrippaMarcus AureliusAurelian AugustusKeep in mind these Romans are of the principate era, where the Emperor was the princeps, or 'First Citizen,' and "Republican" ideals were still pretended. Later, with accession of Diocletian in AD 284, the emperor was starting to be called dominus, or 'Lord,' a more Eastern tradition. Those Romans would have their own faction.
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It is true. The disco dancing animals are back.
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Syllepsis +1
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I mess around with Option 3, and althoug it is intriguing direction I think it differ too much from "standard" 0 A.D. practice. I'll try Option 1 (AOM Norse) now. I let those with the download link to Delenda Est try the option 3 Principate Romans before I commit Option 1. Maybe some can convince me to stick with "Radical Departure" option 3 instead. Okay, so tech idea: { "Name": "Brick-Faced Concrete", "History": ".", "Description": "Structures -20% cost." }, { "Name": "Architecture", "History": ".", "Description": "Use of the arch and other techniques increases structure health +15%." }, { "Name": "Aqueducts", "History": ".", "Description": "All organic (non-mechanical) units +10 health." }, { "Name": "Hadrian's Wall", "History": ".", "Description": "Upgrade Siege Walls to Stone Walls, with shooting towers and double health." }, { "Name": "Wild Ass", "History": ".", "Description": "Onager catapults +20% attack and range, but also -25% health." }
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Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Why can't the battalions do this automattically? If you arrange your battalions, then select all of them and send them somewhere, they they should end up in same configuration automaticcally. -
I think the whole front part of roof should have statues. Also, rooftiles should be bronze or gold. I suggest reuse rooftiles texture (diffuse and parallax) from Parthenon, but make them bronze color and highly specular. I really like the dimensions of this temple. You capture them really well my friend. And I can't wait to see the AO map. EDIT: I take a look at it in Atlas. The shapes and proportions are pretty accurate. I think there is a lot of texture stretching in the UV mapping that need taken care of though. Also, you are missing this line in a lot of your actors: <material>player_trans_ao_parallax_spec.xml</material> I'd brighten up the quadriga texture (and yellow slightly hue- I did that myself and it brings out a lot of detail, also 1024^2 is way too big, I resized it to 256^2 and it still look fine), fix stretching on textures UV Mapping, add more statues along front of roof, and add the bronze roof tiles. This will look awesome. (also, maybe scale it down a little -15%, it looks a little big compare to Hanging Gardens and will looks large next to Colosseum). What say you? Also, whole structure need recentered pushed back a little so that footprint lines look right and not clipped by stairs. Here you see I brighten quadriga texture and brighten the spec map considrbly.
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Flaming Pitch technology (yes, the javelins change from regular to flaming). Forward base
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Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Currently in the mod they do not. I have to admit it does not look too bad. Also, in my mod trees are passable to reduce pathfinder lag. Again, this is barely noticeable. Battle for Middle Earth II hadd passable trees too and it worked fine. EDIT: In fact with passable groves I was able to give Groves an aura that boosts barbarian civs' units fighting within them. -
Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
What do you mean? Player tasks the battalion to a grove and they chop it like before. -
Default team colors (Gaia and Players 1-8)
wowgetoffyourcellphone replied to wackyserious's topic in Game Modification
ok great. I thought maybe it was my config or someting. -
Default team colors (Gaia and Players 1-8)
wowgetoffyourcellphone replied to wackyserious's topic in Game Modification
Is anyone else having trouble with the cursor position not picking the color easily in the color drop down? -
Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
To me I think things can be more macro in behavior. In Delenda Est I have started process of making "grove" or "forest" obejcts for trees. So, around 20-30 trees in one clump is 1 object. That way there are fewer object on the map. Can still have straggler trees of course, which my mod does. So say there is a grove, and you task a battalion of 24 men (like in my screenshot), the max gatherers can be 24 or 48, so each grove can support 1-2 battalion of gatherers. If there are not enough slots (max is reached) then the extra soldiers can stand guard at the ready. Similar to farms, if you task a battalion to a farm the men will march there and spread out to as many farms as there are open slots. Extra soldiers in the battalion stand guard at the ready for raiders. -
Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Yes, like this: -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I think I have done that for most skirmish map. -
Here is good info too from Design document: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_Imperial
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The Servi could have diminishing health, yes is what I was thinking too. I am not too worry about "political" implication in my mod.
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Need idea for Special Technologies and technologies. Also what people think of 3 options. I have unit roster in mind already (I think), but that can be discuss. Maybe 2 type of barracks. 1 for legionnaires troop and 1 for auxiliaries. Or barracks train legion troops and all auxiliaries train from the mercenary camps I have already implement.
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Civ Bonuses Testudo: Like for the Republican Romans. Imperial Superpower: Imperial Phase give +50% civic center radius instead of the usual +25% radius increase. Anything else? Team Bonus Client-States: Don't know what this would do yet. Suggestions? Maybe ally Civic Centers reduced cost and build time. Or ally Civic Centers +20% capture resistance? Special Buildings Army Camp: As with Republican Romans. Siege Walls: As with Republican Romans. Triumphal Arch: Some kind of attack boost aura or maybe link these with phase techs. Insula: This replaces the House for Principate Romans. It is much bigger than a house and gives 25 pop. Costs twice as much. Wonder Circus Maximus or Flavian Amphitheater (Colosseum)
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I am start to make Imperial Romans for my mod. I envision them as a civ that break the 0 A.D. rules a little bit, by making citizens and soldiers completely separate. This is becaue the Romans had a true professional standing army. I also think of calling them Romans (Principate) instead of Romans (Imperial), because later we want to add the Dominate-era Romans (Eastern, Late). So, in the end we'd have the 3 major era of Roman history, each unique from each other: Romans (Republicans)Romans (Principates)Romans (Dominates)For the unit distinction, I come up with 3 options: Option 1: "Hybrid" 0 A.D./Norse in Age of Mythology Citizens (can be male or female randomly) "Cives" Gather resources, build civic/economic buildings. Soldiers "Milites" Fight, build military buildings. Option 2: "Classic RTS" Citizens (can be male or female randomly) "Cives" Gather resources, build all buildings. Soldiers "Milites" Fight. They could be oddity in the game by making them like the classic Age of Empires civs with all soldiers being "champions" (do not gather or build) and having traditional "villagers." The one civ to be just like AOE. Option 3: "Radical Departure" Slaves (can be male or female randomly) "Servi" Gather resources. Citizens (can be male or female randomly) "Cives" Build buildings, empower Slaves to gather faster. Soldiers "Milites" Fight. I like this one a lot. Intrigue me as direction.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I have reduced the vision range of units at start of game. I bring back an old Age of Empires feature by making units have greater vision (+25%) upon each new phase. Hopefully at first the game world is dark and scary and then becomes more visible as phases pass by. -
Is current status of game any good?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Hard counter are okay if they aren't too complicated. Old counter system was tooo layered with primary and secondary counter with various bonuses. It was logical but complicated. Check out the counter I make for Delenda Est: Sword Infantry 1.25x vs. Infantry and Elephant (Faster than Spear Infantry and Pike Infantry, but less armor) Spear Infantry 2x vs. Cavalry (Good all-around stats, the basis for all infantry, bonuses and stats swirl around those of these men) Pike Infantry 4x vs. Cavalry (Lower speed and attack, but higher armor than other melee infantry) Archer Infantry 1.25x vs. Melee Infantry (A "general" bonus vs. melee infantry, so has lower attack bonus than Javelin Infantry) Javelin Infantry 1.5x vs. Spear Infantry, Ranged Cavalry, and Elephant (Javelin Infantry is the specialist) Slinger Infantry 1.25x vs. Sword Infantry and Ranged Infantry (Specializes a little more than archer, is fastest and lightest armored of the ranged infantry) Spear Cavalry 2x vs. Ranged Infantry and Siege Engine (The heavy cavalry of the game, with low speed and heavy armor compared to other cavalry) Sword Cavalry 2x vs. Siege Engine, 1.5x vs. Ranged Infantry and Ranged Cavalry (Like Sword infantry has higher speed but lower armor than Spear counterpart, good for chasing wily enemy skirmisher unit) Archer Cavalry 1.5x vs. Melee Infantry (The bane of heavy infantry everywhere, but is vulnerable to Javelin Infantry and Sword Cavalry) Javelin Cavalry 1.5x vs. Support Unit (Female, Healer, Trader) (The raider and scout)