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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. chaos, just make the civ json files say: "SelectableInGameSetup": false instead of true.
  2. Yes, I think her draw is aimed at an enemy at medium or close distance. In the game maybe we can have 2 or 3 animations, for 2 or 3 distances? A long range archer animation would look a lot different than when shooting at a closer targets.
  3. LordGood, I think the seleucids stuff should look like a more super Greek style. I think this style you are making looks nice but does not fit game or seleucid.
  4. This is a video game. Melee is represented by the hack statistics. Ranged piercing projectiles are represented by the pierce statistic. You would be able to balance a lot better if you just stopped fighting this.
  5. It would be. Greek towers and fortifications would be square.
  6. Why should melee units deal pierce damage, which is an analogue to projectiles like arrows?
  7. haha you are right, but I think they use percentage for balancing styff.
  8. I confirm this. Lots of errors that break it. However, this is still really cool for vanilla version ofg the game! Works perfectly with vanilla version.
  9. I don't think that the current gaul buildings are too far different than what you have posted. Also remember that the artists like to make their mark with stylistic choices that are probably not always accurate 100%. I think it would help them if you maybe did a presentation of each gaul building in the game and show what you would change about each one to make it better. For the lether armor, that looks great. Good idea. Nice reference.
  10. The trees would not disappear until the foundation is started being built. So, placing a bunch of foundations in the enemy's tree groves would not work to remove his trees. Besides, remember that you can only place foundations within your own territory (with a few special exceptions). Or just do what I suggest. lol Yes, but we want units to be able to walk through forests. Also, this removes possibility of doing cool things with barbarians in forests.
  11. Instead how about this? Make trees fully passable (might help cut down on pathfinding lags too?), but allow buildings to be built over trees (the trees disappear like a dead animal would disappear). Celts, Iberians, and Mauryan civs get some kind of fighting or movement bonus in trees (or both or either: Celts and Iberians fighting bonus, Mauryans movement bonus). Can maybe do this with an aura if you make "groves" of trees be 1 object (so you don't have thousands of auras at once, just some dozens). I do some of this in my mod.
  12. I just want to mention that the great tech tree by s0600204 now includes Delenda Est. So, you can now see some of the changes that the mod makes to the core game. http://s06eye.co.uk/0ad/techtree-v2/?mod[]=delenda_est The tech tree leaves some stuff out, but it give good idea what to expect.
  13. A enhancement idea would be to adjust the time cost in a building's tooltip with the number of builders you are selected. So if ou select 1 ptolemy builder to build a house, the tooltip would show 80 seconds to build the house. But if you have 10 builders selected the tooltip would show 20 seconds (or whatever it would be).
  14. 40 sword cavalry costs a lot of money. They should be able to take down building pretty fast. If you've let the enemy get to your civ center with 40 sword cavalry unopposed, then you deserve to lose that civ center. The balance is all kind of screwed up right now with units, but 40 melee cavalry quickly destroying a civ center is not imbalanced itself. It should be easier for, say, spear infantry to kill those cavalry though. With hard counters removed this is difficult right now.
  15. hi tau, what does your extended unitAI patch do? Does it just alter line 5070 or do other things too? Changing line 5070 did work to fix that queued gathering problem. Thanks.
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