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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This error happen every match when unit try to change target. No idea why it is only with javelinist though.
  2. Ceasefire countdown should be more visible. Perhap something like this: IMHO, the UI need more things like this overall.
  3. I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one. Kill enemy unit: +10 Glory Research tech: +10 Glory Find a relic and place it in a temple: +1 Glory/sec Build a Temple: +100 Glory each Kill enemy hero: +500 Glory Capture enemy Civic Center: +500 Glory Build a Wonder: +1000 Glory Spend Glory on: Heroes Champions Special Techs Non-Special techs like: Promotion Techs Leveling up your Hero
  4. All footprints are currently larger than the object. If you want to reduce entity components then reuse Obstruction size for unloading, since Obstruction size more closely resemble the actualy size of the object. And why should an arrow register a hit on a unit when the arrow actually falls far from the unit's feet or falls within a building's selection ring but doesn't actually hit the biulding?
  5. I think units should cost a little bit upfront at least. It takes resource to train a soldier or raise a woman from birth. But something like 10F 50W for a hoplite, then -2F every 30 seconds. I think stockpiles should not go below 0. This would help prevent the cost problem I was having above. Mercenary can cost 50W 10M for a mercenary hoplite, then -2M every 30 seconds. If Metal stockpile at 0 for too long, then mercenary and mercenary camp start to go Gaia/Hostile to all. We could use Storehouse and Farmstead to represent stockpile centers. UI can show how much each one possess when clicked on. I think each could hold a maximum (maybe 1000W, 1000S for each Storehouse, and 3000F for each Farmstead, and maybe 5000M for each Temple, just an idea). I think enemy player could "capture" 25% of the stockpile when they capture the stockpile center and own it for longer than 20 seconds. If they destroy it, then they destroy the whole stockpile. Just some ideas.
  6. Should unloading range be the same as loading range? Look like the unloading of units is at footprint size while loading of units use loading range. Should probably use loading range for both or some other fix. Also, it is weird that footprint is use for both selection ring size and hitbox for projectile. There are many case where you would want the select ring/lines to show up bigger than the object, so now the projectile hitbox is oversize (and units unload at large range).
  7. This speaks to the interface of the game, IMHO, which is not being thought out while new things added to gameplay. It is not intuitive for player to know how to switch between attack and capture (I think rams should be destroyed in most case, captured in some others). This is interface problem, team does not address. IMHO, Alt key should be use to switch between attack and capture and some way very easy to tell the player that his troops are in which mode. Capturing vs. Attacking is now a fundamental gameplay feature and greatly affects the fundamentals of the combat mechanic.
  8. This sound like it gives "command" of the group selection to the entity with the lowest id number. Hmm, this sounds "efficient" but ultimately seems wrong way to do it.
  9. Here are couple techs I would like to mod: Barter (Coin Minting)+10% Recovery rate Dropsites (Economic Alliance)Unlock ability to drop resources at Allies' dropsitesThis commit here was very nice! http://trac.wildfiregames.com/changeset/16866
  10. Hmm.... capturing. I think it would be good to limit capturing buildings to something more special, like you destroy all buildings like old school, but capture civic centers (and mercenary camps). Capturing civic centers becomes something special and focused.
  11. New problem: When food goes negative in stockpile player is not allow to research improvements or build buildings. Unforseen bug. The UI says there is X food insufficient funds to build the house (or whatever).
  12. Hey works thanks. <data type='decimal'/> I forgot to change to data type. I think I will implement in Delenda Est. I think it will be default to 10 food every minute for melee infantry and 5 food, 5 wood every minute for range infantry unit. 10 metal per minute for mercenary unit (metal is worth more than food and wood, but mercs cost 0 pop and they are greedy vyrodky).
  13. This doesn't work. I think 'decimal' may need to be something else or something else may need to be edit. ERROR: RelaxNGValidator: Failed to compile schemaERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'special/player_gaia'ERROR: JavaScript error: uncaught exception: Player.js: Error creating player entity 0WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:78:6ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_infantry_spearman_b'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_merc_infantry_1'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_merc_infantry_3'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'preview|units/athen_infantry_spearman_e'ERROR: RelaxNGValidator: No grammar loadedERROR: Failed to validate entity template 'units/athen_infantry_spearman_e'Engine exited successfully on 2015-07-16 at 12:44:03 with 591 message(s), 14 error(s) and 1 warning(s). I think for now it would be enough that resources go negative and the player can't build or train anything until the resources are gathered back above 0. It would simulate thing enough I think. Though reducing health by 1 hp for every unit every 20 seconds would be more direct simulation.
  14. Hi there. I try to experiemtn in making units take X food every minute. I'm trying to do it with the ResourceTrickle component in the unit template. Problem is the number cannnot be negative. Gives error when placing the unit in Atlas. In ResourceTrickle.js it says the numbers must be nonNegativeDecimal. Can this be change?
  15. *sigh* New cultures for AOM should have been Mayas and Hindus.
  16. Interesting idea. Is like silos in Command&Conquer series. If the silos destroy then the player loses those stored resources.
  17. stan is this wonder or civis center? It look too big for civic venter.
  18. AOE games have this, no reason not to implement for 0 A.D. The "cons" list is no big deal.
  19. Capturing units should have to respond to being attacked, like if the units were attacking the building instead of capturng it. This way defender can disrupt the capturers. Right now they cannot.
  20. He is play in Atlas and shooting video footage from Atlas.
  21. Hmm, I increased the number of mercs player can train to 30. Seems better since some of civs barracks units going to merc camp. I think then maybe have 1 champion level unit with unlimited training per map. Some unit local to the map.
  22. Commited merc Athenians to github. Mercenary Hoplite Thracian Peltast (removed from Barracks) Cretan Archer Greek Allied Cavalry They work perfrectly. Capture merc camp and Athenian mercs can be trained. Up to 20. Next stop is Britons. Not sure what to give them I have slate a Caledonian Raider (similar to the Gallic Gaesatae).
  23. EDIT: Using RestrictedClasses still allow units to manually target the Mercenary Camp but they will not attack it. This will have to do for now until the time comes.
  24. So, I implement mercenary camps in my mod. They work good. A couple of problem: 1. Is there way to make them not deleteable? 2. Is there way to make them have infinite health (or no health, only capture)? 3. AI always deletes them when they capture them. lol Thank you.
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