Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    11.003
  • Joined

  • Last visited

  • Days Won

    556

Everything posted by wowgetoffyourcellphone

  1. This is what I mean crash. It "hang" indefinitely. Try to close it manually, get Windows close program dialogue. All progress lost.
  2. I thought that Rome mod was a separate mod. This is a new civ for Delenda Est. I have more civ in plan too.
  3. That look like a fantastic book Lion. I think it would be verry neat if the game had a battalion system and the Roman legions could be represente accurately like this, with same shield for each battalion/legion and legion named properly in UI.
  4. Actor Editor crash when using Browse... button. Not a new problem but I wanted to report it because it is giving me a headache.
  5. Anyone want to model this helmet for mod? It is for the Roman Auxiliary Archer.
  6. No comments on old release. New release coming in near future (as always is).
  7. Left to right: Auxiliary Spearman, Auxiliary Spearman, Legionarius (Basic), Legionarius (Advanced), Legionarius (Elite), and Legionarius (Centurion). As a civ bonus, the Principate Romans get a 4th rank for the Legionarius, the Centurion.
  8. Rigging: It would be a shame to lose such a big canvas for player color, but on the other hand you are right that ships fought with their rigging stow in bottom of ship, not flying aloft. Rigging does obscure thing too. In the end I would vote for the rigging to be gone completely, or... if rigging remain it lowers and flies dynamical when ship tasked over long distance, like how land units fall into column formation automaticcally when task to move long ways. Same concept for ship rigging. For ship size and battle size, I think it would be good to think of dozens rather than a hundred. In old Age of Empire some death matches could have 100+ ship in either armada shootng at each other. This was epic (as in large scale), but things are more complicated now because we have tje techniques to make them more interesting than just parking 100 ships across from 100 enemy ships and trading ballista blows. I think the scale of ship in the game currently is fine. If the game does go toward battalion system for soldiers, then each ship could garrison 1 battalion, and by type of battalion you can customize the ship. Melee infantry battalion gives you better boarding ability (or unlock boarding) and more resistance to boarding. Ranged infantry obviously gives the ship more range projectile. Garrison a ballista battalion and you get ballista rocks throwing. I think cavalry should be garrisonable, but they add nothing to the ship's ability. For boarding to be good enough, the game neeeds to allow units to walk on wall and ship or anywhere they are garrison. That way battalion of trrops can fight each other on board the ships. Ramming should be very simple to do. Many game with this ability make it too difficult. In a game like 0 A.D. when there are dozens of things the player must keep track of, any new feature must reduce management or be easy to manage and carry out. The effectiveness of a ramming maneuver can be determine by the impact point and all that, but the actual input of the player to initiate ramming should be simple.
  9. Okay, so I make it that player must build an Arch to advance to Town Phase and another Arch to advance to City Phase. Arch has different cost for each phase, so Town Phase and City phase cost nothing, their cost replaced by cost of Arch. Build Wonder (hopefully the Amphitheatrum Flavium, or Colosseum) to advance to City Phase. Sometime I like to make a "Frontier Outpost" upgrade to Outpost that make actor like this -> Principate Romans have 2 barracks: Legionary Barracks (Village Phase) and Auxiliary Barracks (Town Phase). Their Soldiers can fight and build military and defensive builing. Their citizens, or Plebeians, can gather resources and building civic and economy buildings. The Slave, or Servus, can be bought from the Market and is good at mining and dying (he or she cost Metal but no population room).
  10. Ramming would be good regardless of style I mean. What I mean is, do player want lots of (smallish) ships for large macro sea battles or fewer (large) ships for micro battles? How big do players want typical sea battle? This determine level of detail (both artistically and gameplay features) for individual ship.
  11. I would like to make it so that a new Triumphal Arch must be build to unlock each Phase tech. I want the EntityLimit for the Arch to be 1, and then increase by 1 for each Phase (so that another arch can be built to unlock next phase; subsequent phase require 1 additional Arch to unlock - 1, 2, 3). In Player.xml, I can set EntityLimit like this under <Limits> list: <Arch>1</Arch>Can I use <RequiredTechs> as a LimitChanger? I see it done under LimitRemovers, but can it be done under LimitChanger? I could hack around this my just making 3 different Arch buildings, but it would be more elegant to have it done with 1 Arch building entity so that there are not 3 Arch building buttons in the UI.
  12. Has there been definitive answer on style of naval combat for gameplay?
  13. My hero are: Octavian AugustusTitus Flavius AugustusTrajan AugustusOther possibles were: Hadrian AugustusAgricolaMarcus AgrippaMarcus AureliusAurelian AugustusKeep in mind these Romans are of the principate era, where the Emperor was the princeps, or 'First Citizen,' and "Republican" ideals were still pretended. Later, with accession of Diocletian in AD 284, the emperor was starting to be called dominus, or 'Lord,' a more Eastern tradition. Those Romans would have their own faction.
  14. It is true. The disco dancing animals are back.
  15. I mess around with Option 3, and althoug it is intriguing direction I think it differ too much from "standard" 0 A.D. practice. I'll try Option 1 (AOM Norse) now. I let those with the download link to Delenda Est try the option 3 Principate Romans before I commit Option 1. Maybe some can convince me to stick with "Radical Departure" option 3 instead. Okay, so tech idea: { "Name": "Brick-Faced Concrete", "History": ".", "Description": "Structures -20% cost." }, { "Name": "Architecture", "History": ".", "Description": "Use of the arch and other techniques increases structure health +15%." }, { "Name": "Aqueducts", "History": ".", "Description": "All organic (non-mechanical) units +10 health." }, { "Name": "Hadrian's Wall", "History": ".", "Description": "Upgrade Siege Walls to Stone Walls, with shooting towers and double health." }, { "Name": "Wild Ass", "History": ".", "Description": "Onager catapults +20% attack and range, but also -25% health." }
  16. Why can't the battalions do this automattically? If you arrange your battalions, then select all of them and send them somewhere, they they should end up in same configuration automaticcally.
  17. I think the whole front part of roof should have statues. Also, rooftiles should be bronze or gold. I suggest reuse rooftiles texture (diffuse and parallax) from Parthenon, but make them bronze color and highly specular. I really like the dimensions of this temple. You capture them really well my friend. And I can't wait to see the AO map. EDIT: I take a look at it in Atlas. The shapes and proportions are pretty accurate. I think there is a lot of texture stretching in the UV mapping that need taken care of though. Also, you are missing this line in a lot of your actors: <material>player_trans_ao_parallax_spec.xml</material> I'd brighten up the quadriga texture (and yellow slightly hue- I did that myself and it brings out a lot of detail, also 1024^2 is way too big, I resized it to 256^2 and it still look fine), fix stretching on textures UV Mapping, add more statues along front of roof, and add the bronze roof tiles. This will look awesome. (also, maybe scale it down a little -15%, it looks a little big compare to Hanging Gardens and will looks large next to Colosseum). What say you? Also, whole structure need recentered pushed back a little so that footprint lines look right and not clipped by stairs. Here you see I brighten quadriga texture and brighten the spec map considrbly.
  18. Flaming Pitch technology (yes, the javelins change from regular to flaming). Forward base
  19. Currently in the mod they do not. I have to admit it does not look too bad. Also, in my mod trees are passable to reduce pathfinder lag. Again, this is barely noticeable. Battle for Middle Earth II hadd passable trees too and it worked fine. EDIT: In fact with passable groves I was able to give Groves an aura that boosts barbarian civs' units fighting within them.
  20. What do you mean? Player tasks the battalion to a grove and they chop it like before.
  21. Is anyone else having trouble with the cursor position not picking the color easily in the color drop down?
  22. To me I think things can be more macro in behavior. In Delenda Est I have started process of making "grove" or "forest" obejcts for trees. So, around 20-30 trees in one clump is 1 object. That way there are fewer object on the map. Can still have straggler trees of course, which my mod does. So say there is a grove, and you task a battalion of 24 men (like in my screenshot), the max gatherers can be 24 or 48, so each grove can support 1-2 battalion of gatherers. If there are not enough slots (max is reached) then the extra soldiers can stand guard at the ready. Similar to farms, if you task a battalion to a farm the men will march there and spread out to as many farms as there are open slots. Extra soldiers in the battalion stand guard at the ready for raiders.
×
×
  • Create New...