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Everything posted by wowgetoffyourcellphone
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Set all preparetime to 1000ms. Helps reduce the attack stutter for range unit. Also add a new pair of techs for Temple: Military Cult: greater attack for units vs. State Religion: greater health for healers and heroes -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I sync some changes to the github. Maybe they fix it. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
That error look like something fix in svvn changeset #16755: http://trac.wildfiregames.com/changeset/16755 Try update again and run mod. -
I like option between modes 'Arcade' (more like Starcraft and AOE2; faster, more micro, fewer techs with bigger effects, basic formations for movement only, not combat, etc.) and maybe call the other option 'Imperial' (more like Total War or BfME2; more macro, more techs about tweaking your army and civ just right, units fight in formations, more about city building, more realistic). Both modes can have different ladders. Would be a challenge to excel at both.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks for this information. I am not sure, but I don't seeing this information on the wiki page for modding. Maybe good to add this information? -
More than suggestions, some 0ad ameliorations
wowgetoffyourcellphone replied to Tango_'s topic in General Discussion
Why regret they are back if you don't use them? lol. I regretted they were taken out to begin with. I think basic formations should be standatrd, but anything more important can be unlock with technology or phase. Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx). To piggyback on this. There is no reason gameplay-wise to have 2 different sets of towers that do the exact same thing, just one weaker than the other. Make the stone tower in phase 2 an upgrade for the phase 1 wooden tower. Nerf archer range in phase 1. Archer shouldn't outrange any building in phase 1. -
A classsic-style RTS achieve a balance of this in Battle for Middle Earth II. Ships did not turn on a dime, but movement wasn't 100% realistic. I think with ship movement, 0 A.D. pklayers just want something better than what is currently in the game. The ship movement in the game right now is just too clunky. And so many people keep making formations out to be more complex than they need to be. Simple powerful formations can work. It has been done, except there were no bonuses in BfME2. 0 A.D. would innovate on that. Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx). I do like your idea of making bigger maps and making exploring more important. Settling up forward bases or finding good spots for cities would be more important. And yeah, using a 'column' formation to speed up getting troops across the map would be more relevant. I think a separate git would be needed to test thing like this. More resources is intriquing, but maybe keep the same resources and make different ways of getting them, like large open pit metal or stone mines that can be captured.
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ERROR: JavaScript error: gui/structree/structree.js line 32 TypeError: data is undefined init@gui/structree/structree.js:32:1 __eventhandler116 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1 ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1 I have edited the civ files, but I've edited all of the civ files and this only happen with Seleucid and Ptolemies. Attach are json files. sele.zip
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2 suggestion: 1. Ptolemy lighthouse should just lift black map from all the water. Should not actually lift all fog of war from the shorelines. My suggestion make more sense and not be so overpowered. 2. Rename "Persians" to Achaemenids. This make sense since other civ are Seleucids and Ptolemies. Ptolemies because can confuse between old and newer Egyptian empires otherwise. Achaemenids because the Persians had 2 major empires, the other being Sassanids. In Psrt 2 you would have 2 "Persians" civs, so good to differentiate now in Part 1 and also teach a little about the name.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
How to remove items from game? I read somewhere to make DELETE in the name of the file? Pretend I don't want Macks to have a cavalry spearman. -
Charge attack simple: double-right-click like in Total War. Boarding, hmm, would need button or maybe Alt-click.
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I'm just showing how it looks in another game. 0 A.d. doesn't need flag, 0 A.D. has player color.
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https://youtu.be/JGoDFtSXlRY?t=600 at 10 min mark
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks to bug fixe by sanderd I added some techs for temples that increase building loyalty (capture points), based on cultural happiness. "Religious Games" for "civilized" civs and "Harvest Fair" for "barbarian" civs. (I used the terms civilized and barbarian loosely and mean no offence). Romans have "Bread and Circuses" for this tech. And I'll modify "Cyrus Cylinder" for Persians. -
For a long time now I mull over idea of making a Game of Thrones mod for this game. What kind of problems would this cause? Would it be worth it? I think that mod would be very good with this game's mechanics, but if cause legal troubles not worth the time. Maybe we can design a mod with similar themes and factions to game of Thrones and other fantasy series. Use them as inspiration, like Age of Empires an inspiration for 0 A.D.
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I think this game should simplify the formations or player will never use them. I don't think the game will allow the player time to form up in nice battle formations like in Rome: Total War because there is current no benefit to the player for doing it, only downside (player that attacks first and harder gets the upper hand). But... there are ways to simplify the process and team should look to Battle for Middle Earth II for an easy way to do it. In that game when you have battalions selected and player want to task them together to go somewhere, left+right button drag-click quickly draws out a battle line preview for those battalions at the tasked point. Those battalions then march to that point and form up into the previwed line. The lineup is alwayys the same (melee infantry in the main line/front, range infantry in the back, cavalry on the sides).
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Have you even tried it? I have and it look much better than poke with fork. We are talking bout game that have priests waving arms around to heal soldiers. Having soldiers cheer around the capture building is not really out of place.
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Want to give a capture points aura to Temple of Vesta. This is code: <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire" Aura</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> <Fealty> <Type>range</Type> <Radius>60</Radius> <Affects>Structure</Affects> <Modifications> <Capturable.CapturePoints> <Multiply>2</Multiply> </Capturable.CapturePoints> </Modifications> <AuraName>"Fealty" Aura</AuraName> <AuraDescription>Structures +100% Capture Points within 60 meters of the Temple of Vesta.</AuraDescription> </Fealty> </Auras>The capture points aura does not work. Error: WARNING: JavaScript warning: simulation/components/Capturable.js line 232 reference to undefined property this.template.Max Would be good to make possible for aura and technologies.
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Sorry, can't reproduce either. I'll see if it happen again and post again if it does.
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It's just <RegenRate>10</RegenRate> in the Health area. I can see the capturable area also uses a tag of same name.
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Heath regen rate seems to be same as capturable regen rate. Not intended right? I make something health regen 10, but it affect capture point too. Not good behavior.
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I don't think bashing building with a club or fork is different enough visual from other attacks. The cheers are much different than attacks so help player see what is happening better.
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Game can be mix of micro command and macro command. Meaning you can set policies that affect unit behavior, while still able to command them at tactical level, even override the macro policy on individual or squad level. Something to think.
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I think boarding is okay to scrap. Ramming should stay in design--it would function very much like charging for land unit. Transport--I think merchant ship takes place of "transport" ship in 0 A.D. There would not be much visual different between a merchant ship and transport ship at the time anyway.