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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. still additional management for little gains. By the point in game wherer you are using siege weapons you don't want to have to manage these things. As match continues and pop rises, it should be designed to decrease micro and go more macro IMHO.
  2. I don't know what happen either. I download again and it works now. The tiles look much better. It's a shame the parallax materials are broken (get bad artifacts since svn commit some weeks ago). I tried the new CC mesh and everything looks good as far as I can tell with the bugy texture materials.
  3. What a hypocrite. The topic was already back to exactly where you wanted it...
  4. Yes, the manpower is represented by the populaton cost. It is abstracted because it is a game.
  5. Function call failed: return value was -120102 (Invalid/unsupported texture format) Location: tex_dds.cpp:559 (decode_sd) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set)
  6. I rather just see crews manning the siege weapons. Just actors though. No need to add more micromanagement. However, it would be good for modding to have the capabulity to do this.
  7. Is Xerxes really suppose to fire that fast? Is that bug? Looks very bug. Otherwise I like Roflness videos.
  8. Thanks, it's not happen all the time, just sometime.
  9. Discussing similar game and how can be applicable to 0 A.D. is perfectly on topic.
  10. I domn't feel the "tactical" without thing like formations, charging, and all that.
  11. hmm, cant reproduce... maybe fixed by autobuild.. EDIT: Nope, I can reproduce.
  12. This shot taken 5 days ago. (ignoring ugly select ring for now)
  13. I wish we could give animals some ambient sounds (growls for tigers, cries for peacocks). Game also need ambient sound emmitters very badly, for waves, trees rustling, sand storms, etc.
  14. AOEO had a few good ideas like quests (instead of traditional caMPaigns) and persistent home city and customizable tech trees. Failed with: dumb fantasy units, childish art design (artists, very talented; art director, very idiotic), lame "items" like fish-weapons (WTF?! Soliders bashing each other with big fish, dumb dumb dumb), teeny tiny maps, and multiplayer unavailable without buying a "peer-to-peer" pack. Also failed by not pushing the combat forward.
  15. I agree that the CCs and Fortresses should be special, not spammable. More expensive, take longer to build, stronger. Also, defenses should be for defense and units for offense. That not to say that novel stratgies should be impossibru, but as game designer you should /design/ things to be within an overall plan or vision. So coming up with way to force defense towers to be used defensively is perfectly fine and then you can maybe design some edge cases into the game leaving open door for novel, but very risky, usage, but that come later.For now, have an idea of how things should be used and design them to do that thing. Fortress should be the forward base structure. Max 3 or 5. Buildable in neutral territory, cast no territory effect. With minimal number you must place them strategically. Design ways to make walls more useful (and easier to build, not just cheaper and quicker, that's lazy design; unit should automaticaly spread out when section of wall foundations placed, building the towers first, then filling in the wall segments; design a button in wall foundation UI to summon all nearby citiens to build it; give that same button to the Wonder). Make civic center territory radius smaller; give the game some no-man's land again.Implement farmlands and let players build farms and storehouses outside terrirory. Now you have strongly defended cities and weak countryside you must fight over--instead of sprawl like now. Traders must now travel through danger no-man's land between markets defended by cities. Move those mines away from the CC already... this isn't Starcraft. Then you have tower spam/push again? Right up against enemy territory? At least with Fortress in neuttral terrotry you can limit them to 3-5 and make them longer to build, so if they are used for push then there is time to spot the foundation. Just idea anyway (see Delenda Est). Instead, wooden defense towers should be Village Phase version of stone tower. Use upgrade and actor swap to make it stone tower (see Delenda Est). This game needs more of that kind thing. Enjoy the choice.
  16. Normal map/parallax map rendering really needs fixed. Can't make good screenshots when so ugly/bug. Good job on texture micket.
  17. That looks good Micket. Will help make the rooftiles look better. Notice that the Greek rooftile is same texture, just browner color. Save some time.
  18. Great reference, could be Imperial Romans temple. I enjoy the travertine walls.
  19. Implemented Iberian, Celtic, and Indian melee soldiers +20% attack within a grove of trees. This includes mercenaries from these cultures hired by other civs (example: Galatian Swordsman for Ptolemies).
  20. Here's trick. Find the variation you want. Select then ctrl-c. Hold down ctrl-v and start clicking. Must hold down ctrl-v. This should be good enough until real variation feature add to Atlas.
  21. EDIT: Tested and confirm what sanderd say. The new tower show different minrange (none) than the already exist tower. Hmm, does this happen with maxrange too? I try a range tech. EDIT2: happen with maxrange too. Is this intend behavior? The stat in tooltip show the range has increased, but the range ring did not update.
  22. Changed it to 1, still did not change when looking at range overlay. k, 1minute
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