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Everything posted by wowgetoffyourcellphone
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THREE HOURS, lol. Very nice.
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Art needed: remaining nomadic structures
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Art Development
Wonder: Royal Kurgan tumulus. A large earthen mount with eye candy around it (see how the mound is ringed by standing stones/stelae; we can add additional culture by using the enigmatic Scythian "stelae" found throughout the steppe). Can have various "stages" of construction: We like the Mongolian stable from AOE4 as an inspiration: -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Right, the Garamantes files can be deleted from that repo -
"Elephantine" map - How do you get across the Nile?
wowgetoffyourcellphone replied to krt0143's topic in General Discussion
Might need a new height map for each map size. Kind of makes sense -
This is a bug from the alpha you are running, I believe (it's been a while). Fixed for the latest alpha coming in the future. As for the other stuff being "missing" and whatnot, they may be mockups. And if I remember correctly, Atlas has been re-programmed a couple times in its history. Similar to how the civs keep getting revamped or tweaked, so the civ profiles are now somewhat outdated. Keep in mind, this is a huge project with only 10 people currently active, most of those being gameplay balancing people. 1 graphics programmer currently active. A couple of very very key personnel on hiatus/extended vacation. A few people submitting some good patches on Phab, but all part-timers/hobbyists. And while I enjoy writing, I'm assisting in committing gameplay patches, got my own huge mod (Delenda Est), my own non-0 A.D. related writing projects, a full-time job at a factory, fostering kittens/cats, girlfriend, my laptop recently took a shite and no money to replace it (I'm typing this on my GF's laptop, which is not ideal for development and gaming, but it'll work for now). Now, take my situation and apply it to everyone else too (with their own challenges). You seem passionate. Maybe apply some of that passion to helping us!
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Did you try it? Did it work? You have to be in paint mode
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shift click the texture
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Another idea would be for the editor to dynamically create a biome tab with all the terrains used on the map
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Ideas for unique technologies
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
Indeed, techs that effect other things like reach (range), acceleration (maybe a ship rowing tech), Counters (maybe steel arrows for a bonus vs. Elephants), or unlock things like extra ranks or make promotions easier to attain ("tradition" techs) are far more interesting. -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
I was thinking of creating a "Civ Variant" in 0 A.D. for the Macedonians based on Alexander's anabasis. Maybe do the same for the Roman army too. -
"SortingClasses" and "SortingOrder" syntax?
wowgetoffyourcellphone replied to krt0143's topic in Game Modification
Technically a bug, but caused by an oversight. Are you willing to create a Trac ticket for it? https://trac.wildfiregames.com/newticket -
Ideas for unique technologies
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
2000 food, 1000 metal then. @alre^ -
Ideas for unique technologies
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
I think the easiest thing to do would be to make formations unlockable with a special tech. For example, if you had a Hellenistic Reforms tech for the Spartans, it could simultaneously unlock Spartan pike units and unlock the Syntagma formation. This is the strongest problem with "formation bonuses" because the game still doesn't have hard formations (yet?). As you indicate, once the formation stops moving the soldiers go off and do their own thing. They are technically still in the same formation, but they path apart. The best way to simulate a formation bonus is to look at what Delenda Est does for Hoplites and Pikemen. It gives a small aura to these units which effects units around them: { "type": "range", "radius": 2.5, "affects": ["Hoplite"], "affectedPlayers": ["Player", "Ally"], "modifications": [ {"value": "Resistance/Entity/Damage/Hack", "add": 2}, {"value": "Resistance/Entity/Damage/Pierce", "add": 2}, {"value": "Resistance/Entity/Damage/Crush", "add": 2} ], "auraName": "Shield Wall", "auraDescription": "Hoplite-style infantry give other Hoplite-style infantry +2 hack, +2 pierce, and +2 crush resistance within range of each other. This does not stack or multiply.", "overlayIcon": "art/textures/ui/session/auras/standground.png", "stackable": false } { "type": "range", "radius": 3, "affects": ["Infantry Pike"], "affectedPlayers": ["Player", "Ally"], "modifications": [ {"value": "Attack/Melee/Damage/Hack", "multiply": 1.05}, {"value": "Resistance/Entity/Damage/Hack", "add": 1}, {"value": "Resistance/Entity/Damage/Pierce", "add": 1}, {"value": "Resistance/Entity/Damage/Crush", "add": 1} ], "auraName": "Massed Pikes", "auraDescription": "Player and allied Pike Infantry boost each others' attack by +5% within 3 meters. This effect 'stacks', so that the more Pike Infantry fighting together en mass, the more effective this becomes (+10%, +15%, +20% etc.). Resistance also increased +1 for all types.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png", "stackable": true } Because the range of these auras is so small, it usually requires the Phalanx or Syntagma formations respectively in order for the auras to apply. -
Yeah, I noticed. I chose that one because the faces and hair were distinct from the others
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Game Balance: Battering Rams, the 0 A.D. tanks?...
wowgetoffyourcellphone replied to krt0143's topic in Gameplay Discussion
Why so aggressive bruh -
"SortingClasses" and "SortingOrder" syntax?
wowgetoffyourcellphone replied to krt0143's topic in Game Modification
Custom unit? Champion? -
Ideas for unique technologies
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
All civs: "Siege Rations": A late-game City Phase boost to unit health. All units +10% health. Cost: 2000 food. Building: Farmstead. -
Ideas for unique technologies
wowgetoffyourcellphone replied to borg-'s topic in Gameplay Discussion
"Iron Smelting": Large mounds of iron slag were found at Kushite settlement sites, indicating an advance iron working industry. Allies +10% metal gathering rate. -
I did not play the map. I'm not on my gaming rig, so I only looked at it in Atlas. I think the Maritime Pines are a good stand-in for the Aleppos and look nice in Mediterranean setting: The hills above the Aegean Sea are often covered in "scrub" bushes as well. Like this: The good thing about bushes is that they don't block building construction.
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Took a look at it. Good for a first try! Some thoughts, if you don't mind: Lighting, Environment, etc: Don't forget to add fog, play with the lighting settings (a lot of the current skirmish maps have good settings), turn on the HDR post-effect and play with the contrast, etc. Right now, without these things the world looks flat. Mess around with water colors and sky boxes to make a nice looking ocean. Terrain textures: Add some variation to the grass textures you're using. Since you're using the Aegean terrains, stick with that biome but variate the grass textures a bit. Also, don't forget forest floor textures under the treed areas. Which brings me too: Trees feel too spread out. Remember the course of the game requires the player to place buildings, expand, etc. When you're creating maps, always think about how it will play. So, clump the trees together and create groves and forests that the player has to expand to and exploit. And I personally wouldn't use the Aleppo Pines--they're not as well made as some other tree types. Also, use bushes around the edges of groves and forests. Have fun with eyecandy. Place a bunch of small stones around mines. Maybe even make cool open pit quarries, etc. Keep at it, or apply these things to your next map! Have fun world building!
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