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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The game is very greek centric if you only play greek civ. Also this time period was greek centric.
  2. In zip is screenshot of 8 unit stuck on storehouse after building it up. This happens so much now game is unplayable. Include is all logs from a short demonstrattion match. if you need a longer match let me know. logs.zip
  3. I hate post these threads so much because it looks like I complain a lot like that one gameboy guy, but has pathfinding got worse since most recent build? It is very very bad now. Units stuck on buildings a lot. Happens in public-only mod and my own mod.
  4. Hi farwest, first part of the game is 500BC to 1BC. This is a very Greek-influence era of Western history. 2nd part of game will have Germanic and Hunnic factions included. The Ptomelies faction is as much Egyptian influeced as Greek too.
  5. Strucrure rotation already very easy. (seriously) A lot easier than in other RTS.
  6. In AOM Ragnarok is a power that can be cast and it changes all of the player's units to heroes of Ragnarok. In 0 A.D., it could be a powee that is cast and it turns all the players infantry to Marian Legions.
  7. Marian Reform for 0 A.D.'s Republican Roman would be good like "Ragnarok" god power in Age of Mythologie.
  8. Yes, need some display of loot. I think AOE3 is too obtrusive, but something in GUI would be nice.
  9. Calld Wikiwand. Here how 0 A.D. wikipedia entry look in wikiwand: http://www.wikiwand.com/en/0_A.D._(video_game) It add a new easy use GUI over wikipedia.
  10. Just wonder if other have large framerate hit since last autobuild in svn. Talking about 75% reduce in framerate.
  11. When painting terrain in Atlas there is now extreme lag. Same thing happen before many months ago and was fix, not sure if same problem.
  12. bugs need worked out if the pathfinder is to be featured heavily in the release. If that happen then Semita sounds good to me.
  13. Say people every time there is new Windows release. Go play 0 A.D. on Windows 3.11.
  14. No one is saying that these new idea would not have "consequences." Of course they have consequences. The good thing aboout 0 A.D. and indie development is that new things can be try without fear.
  15. I don't think it would need to be from the ground up. Mostly needs GUI changes and features. The big problem implemtn this right now is the interface (also treasury goes negative which introduce bug, but that not a ground up thing). I did try it with my mod but the mentioned bugs and lack of UI sypport makes it hard to judge its success. At least, I can see it working very good for things like mercenary pay (though, I have ideas about 'dynamic events' like where the mercenary captain demands payment for his men and things like this that you have to bank up for).
  16. I disagree. It is making it inflexible for modders. Cannot change one without it affecting something else unrelated. Another issue like this is repair rate being hardcoded to builder/rate (a base rate). This limit modding capacity and just does not make sense (maybe was a mistake somewhere).
  17. I am planning to make capture only for civic structure (Civic Center, House, Temple), Outposts, and Mercenary Camps. All other must be destroy. What team do for core game, I don't know. I think Civic center should be like the cities in Rise of Nations. Once player builds a civic center it is now a permanent thing on the map that is capturable. So now there are permanent consequence to building new CCs. Something like that. Would be good for team to make a <Deleteable disable=" "/> tag (or something like this) for templates (so thing like Civic Centers and Merceanary Camps are permanent).
  18. This error happen every match when unit try to change target. No idea why it is only with javelinist though.
  19. Ceasefire countdown should be more visible. Perhap something like this: IMHO, the UI need more things like this overall.
  20. I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one. Kill enemy unit: +10 Glory Research tech: +10 Glory Find a relic and place it in a temple: +1 Glory/sec Build a Temple: +100 Glory each Kill enemy hero: +500 Glory Capture enemy Civic Center: +500 Glory Build a Wonder: +1000 Glory Spend Glory on: Heroes Champions Special Techs Non-Special techs like: Promotion Techs Leveling up your Hero
  21. All footprints are currently larger than the object. If you want to reduce entity components then reuse Obstruction size for unloading, since Obstruction size more closely resemble the actualy size of the object. And why should an arrow register a hit on a unit when the arrow actually falls far from the unit's feet or falls within a building's selection ring but doesn't actually hit the biulding?
  22. I think units should cost a little bit upfront at least. It takes resource to train a soldier or raise a woman from birth. But something like 10F 50W for a hoplite, then -2F every 30 seconds. I think stockpiles should not go below 0. This would help prevent the cost problem I was having above. Mercenary can cost 50W 10M for a mercenary hoplite, then -2M every 30 seconds. If Metal stockpile at 0 for too long, then mercenary and mercenary camp start to go Gaia/Hostile to all. We could use Storehouse and Farmstead to represent stockpile centers. UI can show how much each one possess when clicked on. I think each could hold a maximum (maybe 1000W, 1000S for each Storehouse, and 3000F for each Farmstead, and maybe 5000M for each Temple, just an idea). I think enemy player could "capture" 25% of the stockpile when they capture the stockpile center and own it for longer than 20 seconds. If they destroy it, then they destroy the whole stockpile. Just some ideas.
  23. Should unloading range be the same as loading range? Look like the unloading of units is at footprint size while loading of units use loading range. Should probably use loading range for both or some other fix. Also, it is weird that footprint is use for both selection ring size and hitbox for projectile. There are many case where you would want the select ring/lines to show up bigger than the object, so now the projectile hitbox is oversize (and units unload at large range).
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