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Everything posted by wowgetoffyourcellphone
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[FIXED] foundation bug is back
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
need autobild -
How search specific technologies?
wowgetoffyourcellphone replied to Bellakor's topic in General Discussion
Next alpha will have a technology tree that will show you all of the buildings, units, and tech of each civilisation. -
Some ideas relating to unit decommissioning
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
"It also is a sensitive issue that would be more offensive to people" It was a sensitive issue to 1 guy on the forum. -
[FIXED] Cannot build in fog of war?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
Thank Nicolas. I didn't think it was intentional behavior. I don't know what the other guys were on about. About ticket, yeah that was a (very small) exploit with the foundations. Only really useful to see if enemy was building a cc in a particular spot. -
Some ideas relating to unit decommissioning
wowgetoffyourcellphone replied to WhiteTreePaladin's topic in General Discussion
Sounds unnecessary. What is the big difference between deleting them and 'decommission' them? They still leave the game. Also, where are thease people going? Up in smoke, poof like magic trick? -
[FIXED] Cannot build in fog of war?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Bug reports
I have explored this area that is why the black map is lifted. The behavior is new. I could build in the fow before, but now I cannnot. Why I ask if bug or intention. If intentional, it now means extra micromanagement to have to move a unit to the area first, even if I had already explored it... almost no other RTS require this, for good reason. -
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Suggestion Ideas from Sighvatr
wowgetoffyourcellphone replied to Sighvatr's topic in General Discussion
Maybe try something tlike this: In something like this you have many paths you can take, but player can restart or branch off new paths whenever they want to. I don't think there need to be fewer tech but they just need to be made to be more interesting and whcih ones to choose should require more thoughts on the players part. With something like this you start on a path. If it is not working for you thwn you can try a new path but time and resoucrs is wasted, so there is inherent risk of targeted (narrow path) approach. You can try broad approach, but it takes longer to get the higher quality techs. Another idea to go along with this is to have techs that depends upon different biomes or maps. This alters the webs a little bit adding a little bit of variety. I like the idea that some buildings can act like a tech. This is done in my mod with aura. For instance, Temple of Vesta for Roma gives a boost to nearby building (right now the aura and tech effects are limiting, so I await the day when features are worked on again). I have adjusted my mod to include the new wooden defense towers in Phase 1, but I go one step further than this by adding a Stone Towers tech in Phase II to upgrade them back to full stength Defense Towers. Swaps the actors from wooden tower to stone tower (but the building preview and fogging ghost remains wooden tower, a bug). If you add a IV Phase and move all of the big tech to that, and move civic center expansions to Phase III, you then have a Phase II that includes an element of city building and defenses. Build a long city wall or use that stone to fast Phase III and use the stone for civic centers expansions? Add a real usage for Wonders and make 1 Wonder prerequisite for Phase IV. Go Phase IV and now you have uber techs for siege and elephants, fire arrows, and all that stuff, -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
You are wrong, because 0 A.D. balance was just fine until the skirmishers and Javelin Cavalry became unbalanced. And then the balancer threw out the whole scheme instead of adjusting the stats of those two units. Some will say that the Swordsman was overpower for Romans because they were buuld from Civic Center, but then why did not try just moving it to Barracks and put spearman at Civic Center instead? Some units have good archers? Move them from CC to barracks. In fact, move all soldiers to barracks except spear infantry (so all civs start with the same basic citizen soldier). Not difficult decisions. The overlapping counters scheme that was design by the wfg founders was brilliant design that had vision, something current designer seem to lack. Whwere is the well thought design document for this "balance" branch? What is the design philosophy? But this whole thread is pointless, because there are balance shattering gameplay feature still not in the game yet. I will go ahead and leave you now to argue over the balance of a 60% completed game. -
The game should have more ages and technologies
wowgetoffyourcellphone replied to krillmax's topic in General Discussion
If you have the SVN version of game, PM me and I'll send you the link to my mod that add more techs and ages. -
Most important performance issue is pathfinding. Has been for a long time, since "January 2013" and before that date. Nothing come close. And Even after January 2013 many gameplay addition happen, so your arbitrary dismissing of my concern is foolish. If performance issue is #1 priority why no fix to pathfinding and why such big focus on poorly balancing the game? Big focus on balancing a game without many of its gameplay features yet committed. Says there is no stomach for adding more feature since are "balancing" game as it is, without new features. Why would you balance a game without its features implemented? No features coming is why. Meanwhile #1 performance priority is unfixed. And alphas are released with no discerned planned feature set. Rubico would be a good alpha name.
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Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
All of this was already thought about and decided, but then it was throw away in last alpha instead of tweaked. Because javalin cavalry were OP 2 alphas ago did not make the whole counter scheme bad. 10 years of thought and energy into this problem was discard because of why? Never answered. -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
I disagree a lot, but respectfully. There really is no reason to train a archer cav over a javelin cav. The players will find the best cost-benefit ratio and just spam those units and ignore the others. Roles are muddy and unclear. I also disagree that ranged units should alwats hit target. If you don't like ancient combat concepts then why play ancient combat game. -
It's getting closer! I see that some things are in the wrong order and for some reason has missing icons on the left. For instance, in this shot you see in the Civic Center that the III and IV phase techs are in the wrong row. Also, buildings on bottom row should be in row above them (City Phase row). Is there something I can do with my mod that I can fix so you don't have to keep editing your code for outlier? Or do you want to keep tweaking code to try and fix as many case as possible?
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Actually, the svn version shows more. That one doesn't show anything. ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 unravelPhases@gui/structree/load.js:326:1 selectCiv@gui/structree/structree.js:119:2 __eventhandler256 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler227 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function
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Nice. Great to see you still working on it. I remove the phase tech pair and things look better, except now that it is angry that some techs supposedly don't have a "specific phase." WARNING: gather_lumbering_bowsaw doesn't have a specific phase set (structures/athen_storehouse) WARNING: gather_capacity_wheelbarrow doesn't have a specific phase set (structures/athen_storehouse) WARNING: special_storehouse doesn't have a specific phase set (structures/athen_storehouse) WARNING: gather_draft_animals doesn't have a specific phase set (structures/athen_corral) WARNING: siege_torsion_springs doesn't have a specific phase set (structures/athen_fortress) WARNING: siege_flaming_munitions doesn't have a specific phase set (structures/athen_fortress) WARNING: JavaScript warning: gui/structree/draw.js line 28 reference to undefined property g_CivData[g_SelectedCiv].buildList[pha] ERROR: JavaScript error: gui/structree/draw.js line 28 TypeError: g_CivData[g_SelectedCiv].buildList[pha] is undefined draw@gui/structree/draw.js:28:12 selectCiv@gui/structree/structree.js:249:2 __eventhandler36 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:34:2 __eventhandler7 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/portraits/null" Problem is, the techs do have a phase set, as seen in the tech's code: "requirements": {"all": [{"tech": "phase_town"}, {"tech": "training_animals_husbandry"}]},I am guessing the structree does not like "all" and "any" and things like this? Good work so far.
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These are minor feature. No big gameplay features for months (a year maybe?). Gameplay is most important. Those other things are nice though.