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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. Secret stuff.

    (Still needs some cleanup to remove some code duplication, but I'll commit that to my fork soon)

    Great job leeper. +1

    Cool :)

    Would be possible to make it dynamic? I mean to be able to access it during a game and see the researched techs coloured, while the one still to be researched on a grey scale.

    Maybe also adding the count of every building already built.

    I think this would be ultimate goal?

  2. Why should pierce dealing melee units do damage to a ram?

    You need hack dealing units. Guess the problem with op rams will solve itself when champions get buffed, so you can use hack_dealing_champions vs rams.

    Why should melee units deal pierce damage, which is an analogue to projectiles like arrows?

  3. I don't know if its been discussed before, but why does 0 AD use a multiplication based damage system and not an addition one? It doesn't seem to make sense if something that would normally go through armor still do damage. It would be like if your umbrella has a 25 armor (93%) and lets 7% of every rain drop to go through.

    haha you are right, but I think they use percentage for balancing styff.

    • prodigalson and wowgetoffyourcellphone have both got mods that have a fourth phase. I have an idea as to how to support this, but it might not work and I haven't had time to implement/test my theory. Therefore their mods may cause a lot of errors if you attempt to use my structree with either of their mods. Sorry! :sorry:

    I confirm this. Lots of errors that break it. However, this is still really cool for vanilla version ofg the game! Works perfectly with vanilla version.

    • Like 1
  4. I don't think that the current gaul buildings are too far different than what you have posted. Also remember that the artists like to make their mark with stylistic choices that are probably not always accurate 100%. I think it would help them if you maybe did a presentation of each gaul building in the game and show what you would change about each one to make it better.

    For the lether armor, that looks great. Good idea. Nice reference. (y)

    • Like 2
  5. Making trees fully passable would decrease the amount of natural defence you get. Also, this could be exploited. If I wanted to, I could plot buildings all over my enemy's forest line and get rid of his access to wood.

    The trees would not disappear until the foundation is started being built. So, placing a bunch of foundations in the enemy's tree groves would not work to remove his trees. Besides, remember that you can only place foundations within your own territory (with a few special exceptions).

    I think the best thing to do is to make trees harder to pass (Increase the radius size), so that they can form natural blockades, which would allow you to wall without worrying about the enemy getting through trees.

    Or just do what I suggest. lol

    For example, in Age of Empires II, it is virtually impossible to pass a group of trees. This allows me to build walls where necessary.

    Yes, but we want units to be able to walk through forests. Also, this removes possibility of doing cool things with barbarians in forests.
  6. okay, so i improved my playstyle a little bit (using the Iberians at first since i like to play defensively until late in the game). now, my mention of Petra being too aggressive earlier, i think some of the big things that the 0ad really needs, but which would definitely be closer to the bottom of the list, are some aesthetics: resources should look like they've been worn down over time depending on how much of them has been gathered, and buildings should have visual indicators that they're damaged--at the very least, it could be fire coming from them like in Empire Earth. the only other things i would (currently) recommend is that trees are knocked down when you start gathering from them, like in AOM since it adds some realism to the game, and that thickets of trees should be mostly impassable, with some civs having special traits allowing them to navigate forests. while i understand the reasoning behind trees being passable, i think it hurts the game on a strategic level. in my most recent game, i had a defensible position with lots of cliffs around my starting point, but because trees fill in alot of the valleys leading to my base, i can't build walls to block off those routes and fully exploit the defensive position without knocking down an entire forest first

    Instead how about this?

    Make trees fully passable (might help cut down on pathfinding lags too?), but allow buildings to be built over trees (the trees disappear like a dead animal would disappear). Celts, Iberians, and Mauryan civs get some kind of fighting or movement bonus in trees (or both or either: Celts and Iberians fighting bonus, Mauryans movement bonus). Can maybe do this with an aura if you make "groves" of trees be 1 object (so you don't have thousands of auras at once, just some dozens). I do some of this in my mod.

    • Like 1
  7. A enhancement idea would be to adjust the time cost in a building's tooltip with the number of builders you are selected. So if ou select 1 ptolemy builder to build a house, the tooltip would show 80 seconds to build the house. But if you have 10 builders selected the tooltip would show 20 seconds (or whatever it would be).

    • Like 5
  8. One of the challenges is that melee cavalry (especially celtic) are fairly brutal against buildings, a mob of say 40 cavalry will evaporate a civic center in about 10 seconds

    40 sword cavalry costs a lot of money. They should be able to take down building pretty fast. If you've let the enemy get to your civ center with 40 sword cavalry unopposed, then you deserve to lose that civ center. The balance is all kind of screwed up right now with units, but 40 melee cavalry quickly destroying a civ center is not imbalanced itself. It should be easier for, say, spear infantry to kill those cavalry though. With hard counters removed this is difficult right now.

    • Like 1
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