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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. Yeah your mod is best mod talk about gameplay ( own / original) and adding extra civs, from Vanilla timeframe. It's like the mod that I dream create, because Romans and adding Civs like Sarmatians/ Scythians, own style games , very pronounced, very straight forward.

    I wonder if we can use existing code to make packing building. I think they can have 'Ox Cart' for dropsite like the Norse in AOM (and like the Worker Elephant for Mauryan). All other building can pack up and be move, including Civic Center. They should have cheapest building of all civs in the tgame, but also the weakest of all civ (can be easily destroy by poking with sword). Something like 1/2 health of even Celtic building.

    Not sure yet if the Huns/Scythians/Sarmatians/steppes civ should have territory effect at all. Maybe they can have civic center territorty radius like in Delenda Est, but bigger, and they can build all buildings anywhere they want. Their Civic Center territory just prevent other player from building there, like Gaia creep in AOM or Zerg creep in Starcraft.

    -----------------

    Anyway, here is new unit for Principate Romans: Civis Romanum (Roman Citizen):

    taFd9Oo.png

    He is very good at building buildings, although his queue only have civic and economic structure. He also have "Slave Ownership" aura that boost nearby Slave productivity by +25%. He is expensive for a citizen unit, at 50 mc1IVBW.png and ---> 2 Fo3YSzo.png. He is also 100 health and only train at Civic Center. PS: I wish these new mesh have more animation asap. Also, I had to hand-edit some of the dae to put cape prop point on.

    TOokBZy.png

    Here is Onager portrait for now. It have no real texture or animation yet. It based on actor I find in Atlas. I think maybe Onager can be the only catapult in the game that does not have to pack up to move (has wheels instead and dudes slowly push around).

    3UI7Yjx.pngMm3vMXV.png

    50 B0UAj5F.png1 Fo3YSzo.png25 mc1IVBW.png25 B0UAj5F.png1 Fo3YSzo.png

    Here are the slaves. They cannot build building, they can only gather resource. Male Slave (Servus) and Female Slave (Serva). All slave lose health until they die of overwork. I wish I could make it so that they only lose health when working. Male slave (good at mining) is train from Storehouse and female slave (good at farming and foraging) train from Farmstead. They also have low health and are good at dying. Train limit of 30 (I wish I could scale limits with match pop cap).

    8xQ4sIi.png

    "Slave Quarters" tech (200 mc1IVBW.png200 c74X0Gq.png) reduce slave pop cost to 0.

    • Like 2
  2. Btw we have visible garisonning so we could force the balistas to be visible :) and limit their number by two :)

    Could extend code for VisibleGarrisonPoint element in templates to include Class restriction per garrison point.

    Something like this

      <GarrisonHolder>    <Max>5</Max>    <EjectHealth>0.1</EjectHealth>    <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>    <BuffHeal>0</BuffHeal>    <LoadingRange>2</LoadingRange>    <VisibleGarrisonPoints>      <Archer1>        <X>0</X><Y>11.5</Y><Z>0</Z>      </Archer1>      <Archer2>        <X>8</X><Y>11.5</Y><Z>0</Z>      </Archer2>      <Archer3>        <X>-8</X><Y>11.5</Y><Z>0</Z>      </Archer3>      <Archer4>        <X>4</X><Y>11.5</Y><Z>0</Z>      </Archer4>      <Archer5>        <X>-4</X><Y>11.5</Y><Z>0</Z>      </Archer5>    </VisibleGarrisonPoints>  </GarrisonHolder>

    Extended to this

      <GarrisonHolder>    <Max>10</Max>    <EjectHealth>0.1</EjectHealth>    <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>    <BuffHeal>0</BuffHeal>    <LoadingRange>2</LoadingRange>    <VisibleGarrisonPoints>      <Archer1>        <Classes datatype="tokens">Infantry+Ranged Infantry+Hero</Classes>	<X>0</X><Y>11.5</Y><Z>0</Z>      </Archer1>      <Archer2>        <Classes datatype="tokens">Infantry+Ranged</Classes>	<X>8</X><Y>11.5</Y><Z>0</Z>      </Archer2>      <Archer3>        <Classes datatype="tokens">Infantry+Ranged</Classes>	<X>-8</X><Y>11.5</Y><Z>0</Z>      </Archer3>      <Catapult1>        <Classes datatype="tokens">Siege+Ranged</Classes>	<X>4</X><Y>11.5</Y><Z>0</Z>      </Catapult1>      <Catapult2>        <Classes datatype="tokens">Siege+Ranged</Classes>	<X>-4</X><Y>11.5</Y><Z>0</Z>      </Catapult2>    </VisibleGarrisonPoints>  </GarrisonHolder>

    ^This ship has 10 possible garrison, but only 5 spots on the deck. 3 spots for ranged infantry (1 of the spot for ranged infantry OR infantry heroes, probably back at helm or up at bow). Two spots designate for ranged siege weaponries.

    This also needed for Fortress and other building where garrison show on battlement. Right now there is no way to prevent cavalry or elephants or chariot and other unit from showing up on the top of a Fortress. Please programmer team.

    • Like 1
  3. Similar issue on Shift+S. If I am hold Shift down (for whatever reason) I can move camera with WAD but not S (for backward camera move). Look like in default.cfg there is this which conflict:

    scroll.speed.increase = "Ctrl+Shift+S" ; Increase scroll speed

    I think think like scroll speed should be put in options menu, noit with hotkey that add conflicts. :)

    But root cause seem to be that the engine does not look for complete key press sequence, only partial? Very odd. It seems to be wanting me to press Ctrl too. "Please press Ctrl to complete hotkey sequence!" the game is begging me, "No you can't move camera back until you do as I ask." ;)

    • Like 1
  4. I might make you helmet Wow if you want. As I said might be nice you use the rome forum and create the tasks on separate thread like for the main game :

    Like (ModName) [type of product] Thing name

    I thought that Rome mod was a separate mod. This is a new civ for Delenda Est.

    I have more civ in plan too. ;)

  5. 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.

    • Like 1
  6. 3RWk3dy.pngLeft 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.

    • Like 2
  7. 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.

    • Like 1
  8. Sj82MWa.png

    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 ->

    1M6LVXo.jpg

    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).

  9. 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.

    • Like 2
  10. 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.

    • Like 1
  11. My hero are:

    • Octavian Augustus
    • Titus Flavius Augustus
    • Trajan Augustus

    Other possibles were:

    • Hadrian Augustus
    • Agricola
    • Marcus Agrippa
    • Marcus Aurelius
    • Aurelian Augustus

    Keep 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.

  12. Even more strange is that deer and elephants and other wildlife in the game for more than 10 seconds of time, they will not necessarily move but where to turn left or right. Their actions are not natural

    It is true. The disco dancing animals are back.

  13. 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."				}
  14. In my opinion it is crucial that these battalions can be merged together to form an army. At the moment taking individuals and grouping them together does nothing other than make it easier to select all your melee combat troops or cavalry. I think the player should arrange their battalions on the map, then group them together forming an army. The position of these battalions would remain in the same position relative to the army. You could then move it as a single unit into battle.

    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.

    • Like 2
  15. I think the whole front part of roof should have statues.

    7b1331602427332.png


    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.

    The practice of coating ceilings with gold first began in Rome with the Capitolium, after the overthrow of Carthage [in 146 BC].… The contemporaries of Catulus held differing opinions about him, as the one responsible for gilding the bronze tiles of the Capitolium's roof [76 BC].

    - Pliny the Elder

    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.

    post-16580-0-16293800-1443404714_thumb.p

    • Like 1
  16. How do they chose the trees in that object ?

    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.

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