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Everything posted by wowgetoffyourcellphone
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Suggestion: can persistmatchsettings also include game speed?
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New command: dont kill women
wowgetoffyourcellphone replied to Zezil's topic in Game Development & Technical Discussion
Hmm, what if game have "Policies" that give overall commands to your troop, economy, etc. Other example: force troops to focus on buildings instead of other troop, or the reverse. Macro policies. Just idea. -
kicking_bird. Beneficial would be for you to work up a good scene with new or repurpose assets and put into the game and offer it as a good example of what you would like to see happen with the art for the future. Even better would be to post it as mod (with a mod folder and mod.json) so everyone can put it in their game and look. This would make your ideas a "big hit" and make your purpose clear. Of course screenshot are okay too, but a mod folder would be knock out of the park. That is, if you really have the skill and willpower to do this and you believe in the project.
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Hmm, I dont see as bug. I think player should get audio feedbacks whenever clicking the building. In fact it feel odd when clicking enemy building and hearing no sound for exampl.
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This man must understand that many texture made many years ago before spec map and normall map in the game, so shadow and highlight needed to be baked intoo texture "back in the day." Over the year it is plain to see that the art has been updated over and over again and will continue to need uptading as this man shows. But as the amount of content grows the effort to update the content increase as well. As a modder I see many of the issues this man says, but I try to fix them myself. Eventually I release it all once AOE icons remade, but the point is if you see an art problem and you have the skill then you should fix ir and present the fix to the community. This community-driven environment, especially now that modding has supported by the game. Saying that, there are better things for programmer to spend timeon like adding the promising features like formation that work right, charging, running, ramming, new technolgy effects (I would very much like to make techs that can modify other techs, like cost, etc.) and others. Fix pathfinder is big too. I would advise steppng back and reassess what is possible in the engine already and see if you would have the time and energyy to make improvement to the art with the engine how it exists right now. Later, engine can be improve for LOD. Maybe experiment to see if there is way to add AO maps to trees (transparencies). If can add to transparencies then maybe we can add to decals for under trees and buildings to simulate ao.Ideas are many.
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You argue not about the game. How does your apply to game? +1 points to you If you want accurate wheat then units will disappear into the farm. Romans also use sponge on stick to whipe their anuses. Point is, what part is worth convey to player and what is not?
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[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
It's nice. left-right and bottom look chop off tho. -
Treason work fine in AOK and AOM (called Omniscience there). It inly available in the last phase and by then if your enemy has a good pop then it is too expensive (100 metal for each enemy unit, so if enemy has 200 unit then Treason costs 200x100 or 20,000 metal, not an easy sum to get), but if enemy has low pop at this time then the tech is cheap. By this time of match "scouting" is only tedius looking for the enmy's last few units.
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Yes, I know, but we have to make allowances. You suggest that unit in game should disappear in wheat field because we make wheat is historically accurate?
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Solutions that all can be implement: "Spies" or "Treason" tech. Cost 100 metal for every enemy unit (can be disabled with trigger). Reveals vision of enemy units. Capturing female citizens. This would make the end-game much quicker. AI realizes when it is time to resign. Asks for mercy and player can choose yes or no. Yes, ends game with player victory. No, game continues so player can hunt down rest of enemy units if she wants to. Just like in Age of Mytholoogy.
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[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
Can make an install option: All Age and Mature. 0 A.d. could have this too (All Age disable blood, nudity,etc.) -
[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
Top left women good ref fopr priestess or maybe hero queen type of units. Bottom middle looks more practical for female citizen. -
I have seen that video already. That guy makes a lot of errors in his videos (for instant: he says hoplites fought with spears underhand, and could only fight with spears underhand, which is wrong; he even demonstrate and he makes fundamental error) and a lot of assumptions. He says road is for driving animals, but why this particular road? he never say why he just wants to make a half-point. I would say that because this road does not have a fence, it is not use for driving animals; instead of assuming that the movie is dumb because all roads obvious use for drive animals so all road shoud have fence (lol). Why is the wheat not taller than Mr. Gladiator? Maybe because it is not fully grown, would he ever stop to ponder explanations? Only thing he says that is 100% right is about the middle of the road that should be trod by draught animal.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks Lion we will talk on PM. Giotto I send you link. Some other things I have recently added: Farmland, still work in progress (and it is a hack). Takes time to add to all skirmish maps. Can test it out easily on Sandbox-Romans map and in a match on Greek Acropolis and Siwa Oasis. Build farm field on farmland terrain to get 2x gather rate. Civic Center and Temple have a farming penalty aura too "Civic Spaces".City Walls aura around civic center: Walls get 2x health if built within aura of civic center, are much weaker when not in aura.Build wooden defense towers in village phase and upgrade them to stone tower in town phase.Upgade Roman army camp to a civic center in Imperial Phase - Colonia Romanorum.Upgrade Ptolemy and Selucids military colonies to civic centers in Imperial Phase - Katoikia (ptol), Tetrapolis (sele).Since particle is now fixed, I might experiment with sand storm reducing vision range and attack range of unit. I might also make an experiment with Celts and Iberians getting battle bonus within trees. -
I see that when unit create it spawn at 'front' of building at the edge of footprint. When unit garrison in same building is walks to the obstruction. Wonder why there is a difference here. I noticed this because I gave temple an aura texture (using the footprint size code and selectable code) and the healers spawned wayyy out at edge of the aura (because I made footprint big to make aura graphic the right size). Then when healer go to garrison in Temple is walk right up to temple and garrison inside. Discrepency in behavior?
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I edit Sandbox - Romans with some new stuff. Save map. I see that the map does not show up new in not my Delenda_Esta mod folder and not the Public folder either. They are old versions. Also, map does not show in my GitHub client. I open Atlas and open the same map and I see my changes have saved somehow! Is map cached somewhere? I close Atlas again and open again and open map and see the map is showing all my changes. I look in maps/scenario folders and see the map has not changed its date modify. Problem with Atlas and or problem with Windows?
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While not the size of a modern farm, even ancient farms were large, especially when compare to a house or even barrack. Some farms employ hundred of slaves.
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See I think the farms are just fine. I like the terrain conform because not all farmland is flat (especially in Mediterranean!). Flattening the terrain beneath them makes like like any other building, when farms are not ebven a building. yes, the prop can be randomized more but that is simple actor changes and some new prop meshes and texture. \
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What is your solution for farm?
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Basically, can use gaia objects that give grain gather bonus aura to "enemies" who are, you guess it, all the players. This works as advertise, but is a hack and is not as good as the real proposal in ticket I linked because you have to add them into each map where you want the farmland, where if the real proposal is added all the designer need to do is paint the texture. <?xml version="1.0" encoding="utf-8"?><Entity> <Auras> <Farmland> <Type>range</Type> <Radius>60</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>1.25</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +25% Food Gather Rate within 60 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras> <Footprint> <Square width="60" depth="60"/> <Height>9.0</Height> </Footprint> <Ownership/> <Position> <Altitude>0</Altitude> <Anchor>upright</Anchor> <Floating>true</Floating> <TurnRate>6.0</TurnRate> </Position> <Selectable> <EditorOnly/> <Overlay> <AlwaysVisible/> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <Actor>props/special/common/marker_object_char_a.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor></Entity>I do not like it as permanent solution, but it works very good for a hack and mod.
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Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
There should be "shuttle speed" that is same for all infantry as they carry resource back to drop base. Wheelbarrow can improve this speed.