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Everything posted by wowgetoffyourcellphone
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New map - Aeolian Islands
wowgetoffyourcellphone replied to AtlasMapper's topic in Scenario Design/Map making
Storehouse upgrade only affect extraction rate, not total amount. The mines deplete faster with upgrades. Can't increase amount of mine have, because the mine does not belong to player, it is Gaia. Think about it this way: How would the gameplay work out if for Player 1 the mine give 5500 metal but for Player 2 the same mine give only 5000 metal? Can't have that discrepancy. I did have an idea about capturing metal mines by build a Storehouse on a "slot", kind of like Vespene Gas in Starcraft. Then the miners go into the mine shaft and extract the metal. I could imagine an enemy could destroy the Storehouse, killing your gatherers inside the mine shaft. Then the player could capture the mine by buildi their own Storehouse on the slot. But all of that is just idea for now. AI bot can and does barter as far as I can tell. About your real-world maps. It is important that you make sure that gameplay is not hamper by strict adherence to real-world purity. For instance, starting area need to be large and open so city can be build, etc., and have areas suitable for buildig new cities. That is, unless you want to force a certain type of cramped gameplay. This is just advice base on screenshots. I have not played the map yet! -
It look like Alpha 20 is imminent, hmmm. I think release should have at least 1 or 2 good gameplay improvement or feature but I cannot think of anything new in months. There are many patch on Trac that I've try in Delenda Est that work. 2 small improvement that I can confirm work good (but maybe need some tweak) are: 1. Sheep in corral food trickle. Only thing that need fixed is prevent animal from wandering. This is not in DE anymore because of changes to UnitAI deprecated my changes. 2. Only allow ranged infantry garrison show up on battlements. I have this working in Delenda Est for couple months. Major work here is determine the prop points, but you can ask some fans to do it. Both base on patches from Trac. These 2 thing can easily added with some tweaks and tested. I'm sure there are more. Not difficult to add, but add some new dimension to the play.
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No, they are old meshes with the old promote animations. Look way better than poking building with pitchfork (lol) or just standing there peeing on a wall (confusing).
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Share Dropsite and other things
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Hmmm, nah. that look too complicated and doesn't make sense in reality. -
Share Dropsite and other things
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Right now you can build towers in your allly's territory and that is great. They should not get territory though when place in ally territory which is what they do now. That need to change. Should just have territory effect removed when place in ally territory. -
http://trac.wildfiregames.com/changeset/17875 Hi guys, Here now we have shared dropsite tech. It is a good thing. But I was think it could be better. In this tech you force your ally to allow you to use their dropsites. This isn't very nice for an ally to do, is it? Now you can steal your allies stone and metal and wood without their permission. (EDIT: tested aianst AI, not against human, so it defaults to forcing Ai to allow you to use their dropsite, since maybe logic is not there to make the decision to unlock different dropsites, see edit at end of post) Instead I was think it should be the other way arround. The tech should be to allow your ally to use your dropsite. This makes for more team interaction I think and more team orient. This is a gesture of goodwill to benefit your allies instead of only yourself. Also, in Delenda Est I rename it is Trade Agreements and use a shaking hands icon, to show it is a gesture of friendship. EDIT: Though now I see there is unlock button for your dropsite. Hmmm, does this show up after your allly research the tech? All-in-all this game need better notifications as well: Ceasefire timer "Mimo has reached Empire Phase!" "Your ally has researched Trade Agreements! Unlock the dropsites you wish to allow your ally to be able to use!" A bunch more.
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This guy go good for Gambia River skirmish. Their range could have ben much large in antiquity.
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How to modify tower/wall placement rules?
wowgetoffyourcellphone replied to ArferBrick's topic in Game Modification
Just modify the templates. <BuildRestrictions> <Territory>own neutral ally</Territory> </BuildRestrictions> Then add these to the template to stop the structures from losing loyalty and from casting a territory effect: <TerritoryDecay disable=""/> <TerritoryInfluence disable=""/> If you want to do some moddding, I suggest you download svn version of game. It is developer version and all files are moddable. From there we can help you make a mod folder where you can put your new files into without worrying about mess up core game files. -
[Skirmish] Poplar Forest (3)
wowgetoffyourcellphone replied to wackyserious's topic in Scenario Design/Map making
Very easy to make lighting variation in Atlas. -
What doo you think about instead of making separate female soldier units I just make male and female variation in each actor?
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Horse Decorations Unit Types: Cavalry
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Hero References Unit Types: Heroes
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I have been think of getting rid of heroes in default play for a while now. Until battalions are implement, I was thinking to add Officers (Infantry and Cavalry), Bannermen, and Noisemakers instead of heroes. Heroes stay in Atlas though and can be use in scenarios, like AOE2. The only one that does not work well right now is Noisemaker because of programming, but I'll detail ideas anyway: Officers Infantry Officers Attack damage boost for nearby infantry units Limit: 3 Cavalry Officers Attack damage boost for nearby cavalry units Limit: 3 Bannermen Defense boost for infantry and cavalry nearby units Marching speed boost for units in his formation Limit: 5 Noisemakers Unit will blow horn or play instrument in a rechargeable ability (recharge time around 30 or 45 seconds, maybe improve with tech) - This is part that take the most programming Attack speed boost of nearby units (encouragement) Attack penalty of nearby enemy units (intimidation) Limit: 5 Along with priests, I would consider these units the quadfecta of "army support" or auxiliary units that boost the army of your civilization. Why not add these along with heroes instead of get rid of the heroe? Because I believ this (and all games) have a balance of the amount of brain power that should be required to play the game effectively. Right now, the game have a lot of good feature at the limit of this balance, especially when talk about unit types. So, if I want to add this concept of auxiliary boost units, then I should take away some other kind of unit, and hero is logical choice since the auxiliary boost units do what heroes tend to do.
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Armor References Unit Types: Elite and Champion Soldiers (aka, Cataphracts, Royal Bodyguards, Elite Cavalrymen)
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[Skirmish] Poplar Forest (3)
wowgetoffyourcellphone replied to wackyserious's topic in Scenario Design/Map making
Side note, I like how bright and lush the lighting is in 0 A.D. The Cossacks 3 video the other day looked sooo dark and dreary, like a lot of AAA game. -
Hi. Is this page up to date? If not, what are the new tech modification? Thanks, http://trac.wildfiregames.com/wiki/TechModifications
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Cossacks 3 battle preview
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I disagree. The Cossacks 3 trees look way more naturally than the old Warcraft trees. Behold, friend: btw I like the cossacks 3 farm fields too. -
That look awesoome mod for AOM. Though for 0 A.D. default game? Not so sure. Probably good to have feature for the future, sure. But about heroes, I might just remove heroes completely from Delenda Est.
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Cossacks 3 battle preview
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Nice trees. I wish they sway. I was watching for them to sway. lol -
Wildfiregames.com does not seem to render good on Chrome mobile. Only bad part is links at top of page. Thank you.
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Female Clothing Unit Types: Scythian Female Citizens, Maiden Head Hunters Shaman Clothing and Props Unit Types: Healer Animation Refs: Basic Tunics and Jackets Unit Types: Basic and Advanced Soldiers, Scythian Male Citizens, Trader Trader and Cart: (trading goods in lieu of family members)
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Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I have made it possible with late-game tech for Imperial Roman solider to build Onagers in enemy territory. -
The Scythians version 1.1 Above: Scythian Commoners (left), Scythian Slaves (right) Above: Skilurus, King of Crimea Above: Tomyris, Queen of the Massagetae Above: Ateas, King of Scythia Above: Scythian Shaman (Healer) Above: Scythian Resource Wagon (Mobile Dropsite) MAP OF THEIR INFLUENCE Units Support Units Scythian Peasant Male and Female variations References Resource Wagon Dropsite for all Raw Resources Can "unpack" into these buildings Yurt (+10 to pop cap) Storehouse Can train Slaves once the Trade Depot is built Enaree Shaman Healer/Priest Class unit They wear shaggy clothing, drooping robes, tassels, and animal skins. They have eagle feather or deer antler head gear and carry a stretched leather drum. References Barracks Units Scythian Spearman Spear Infantry Saka Axeman Sword Infantry Scythian Archer (male and female actor variations) Archer Infantry Maiden Archer Female Archer Infantry Less armor, faster speed Only costs Glory resource References Stables Units Scythian Scout Scout Cavalry Sarmatian Lancer Spear Cavalry Massagetae Sagaris Cavalry Sword (Ax) Cavalry Dahae Cavalry Archer Archer Cavalry Royal Maiden Headhunter Female Archer Cavalry Less Armor, faster speed Only costs the Glory resource References Mercenary Camp Units Bosporan Hoplite Hoplite Thracian Peltast Javelin Infantry Tocharian Swordsman Fortress Units Alani Cataphract Champion Lancer Cavalry Extra Armor, slower speed Can upgrade to a strong anti-building attack (flames) References Royal Cavalry Archer Champion Archer Cavalry Extra Armor, slower speed References Battering Ram An uncovered Ram Lower armor, faster speed Heroes A civ bonus for Scythians is that their Heroes are allowed to upgrade to Mounted from Village Phase, while all other heroes in the game have to wait for City Phase. Tahm-Rayiš (Tomyris) Hero Cavalry Queen of the Massagetae, a powerful Eastern Scythian confederacy. Her army defeated Cyrus the Great and checked his expansionist ambitions. Her look is very Eastern or central Asian, in contrast to the more Western look of the other heroes. References Ateas (Ateas) Hero Cavalry United dozens of Western Scythian tribes to form a kind of "Scythian Empire" over his lifetime. Fought against and was killed by Philip II of Macedon. References Skilurus (Skilurus) Hero Chariot King of the Crimean Scythians, whose capital was the Greco-Scythian city of Scythian Neapolis. Warred against Mithridates of Pontus. He has a mix of Greek and Scythian equipment. References Scythian Structures Scythian structures, like the Huns and Xiongnu, can be built anywhere on the map, in neutral, allied, or enemy territory. This is their "nomad" bonus. They also have half the build time and cost. Consequently, they are the weakest buildings in the game, at 50% health of standard. Their buildings are very fragile. These bonuses and weaknesses also apply to their Fortress. Cult Statue: Ovoo This is the "Cult Statue" building for the Scythians (and Xiongnu). Not only does it give a trickle of Glory like all Cult Statues, but also a trickle of free Stone resource. As an additional bonus, Enaree Shaman healers gain greater healing powers when in range of this structure. Wonder: Royal Kurgan tumulus. A large earthen mount with eye candy around it (see how the mound is surrounded by standing stones; we can add additional culture by using the enigmatic Scythian "statues" found throughout the steppe instead of simple stones). Can have various "stages" of construction like the other Scythian and Xiongnu buildings do: Technologies "Fill of Blood" Prereq: Choosing Tomyris Tomyris +25% attack when mounted on her war horse, +50% attack vs. Enemy Heroes. Social Reforms Prereq: Choosing Ateas Scythian Peasants +50% health; Scythian Slaves +100% Loyalty. Greek Engineering Prereq: Choosing Skilurus Unlock the ability for Scythian citizen-soldiers to construct Catapults. Goldsmithing Prereq: City Phase Research at: Forge (the only economically-focused Forge tech in the game) Traders +40% trade profit per trip. Archery Tradition Prereq: Village Phase Research Building: Barracks Archers -50% experience needed to promote, +10% faster firing rate Parthian Tactics Prereq: Town Phase, Archery Tradition, Advanced Cavalry Research Building: Cavalry Stable Ranged Cavalry will automatically kite away from approaching targets if the enemy targets get within 15 meters. Falconry Prereq: Village Phase (also requires Basic Husbandry) Research Building: Civic Center All Structures and Cavalry +25% vision range. Scouts +25% meat gathering rate. Scouts gain a new Falcon prop actor that circles over them. Extensive Husbandry Prereq: Town Phase (also requires Basic Husbandry) Research Building: Cavalry Stable Domestic Animals -25% train time, +25% health. Slave Trade Prereq: Town Phase Research Building: Market Slaves -50% train time. Other civs have to first capture a Trading Post before being able to research this tech. Scythians can research it from their Market. --------------------------------------------------------------------------------------------------- We need to find a Scythians expert to help parse all of the reference material. I don't think it has to be super granular, but I would like to separate everything into some categories: Western Scythians Cavalry Infantry Potential Hero References (Ateas and Skilurus) Eastern Scythians Cavalry Infantry Potential Hero References (Tomyris) Support Units Healers Peasants Males Females Traders Fishing Boat (necessary for gameplay) Trading Ship (necessary for gameplay) Structures Specific Buildings Materials Need to try to find era-specific reference materials: 6th-4th centuries BC.
