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Everything posted by wowgetoffyourcellphone
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Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
stan is this wonder or civis center? It look too big for civic venter. -
AOE games have this, no reason not to implement for 0 A.D. The "cons" list is no big deal.
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[Gameplay] SVN Balance Feedback
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Capturing units should have to respond to being attacked, like if the units were attacking the building instead of capturng it. This way defender can disrupt the capturers. Right now they cannot. -
He is play in Atlas and shooting video footage from Atlas.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Hmm, I increased the number of mercs player can train to 30. Seems better since some of civs barracks units going to merc camp. I think then maybe have 1 champion level unit with unlimited training per map. Some unit local to the map. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Commited merc Athenians to github. Mercenary Hoplite Thracian Peltast (removed from Barracks) Cretan Archer Greek Allied Cavalry They work perfrectly. Capture merc camp and Athenian mercs can be trained. Up to 20. Next stop is Britons. Not sure what to give them I have slate a Caledonian Raider (similar to the Gallic Gaesatae). -
Implementing Mercenary Camps
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
EDIT: Using RestrictedClasses still allow units to manually target the Mercenary Camp but they will not attack it. This will have to do for now until the time comes. -
So, I implement mercenary camps in my mod. They work good. A couple of problem: 1. Is there way to make them not deleteable? 2. Is there way to make them have infinite health (or no health, only capture)? 3. AI always deletes them when they capture them. lol Thank you.
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Design: Civillization Name
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
gamesetup.js has changed in the last 2 months since you update your gamesetup.js, maybe that's the problem with last one? I pasted function setCiv(args){var obj = Engine.GetGUIObjectByName("playerCiv["+args.player+"]");obj.selected = obj.list_data.indexOf(args.civ);} Into my gamesetup.js and it fixes setCiv problem. civselect.js problem persist -
Design: Civillization Name
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
Hi s0600204! Is possible to add scrollbar to civ selection screen? Also, there is error when making select: ERROR: JavaScript error: gui/civselect/civselect.js line 70 TypeError: grpObj is undefined draw_grouped@gui/civselect/civselect.js:70:7 chooseGrouping@gui/civselect/civselect.js:54:3 __eventhandler61 (selectionchange)@groupSelection selectionchange:0:1 ERROR: The specified callback function setCiv does not exist in the page page_gamesetup.xml -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Epirus was a Greek kingdom made famous by King Pyrrhus of Epirus (Pyrrhos ton Epeiros), when he took the offer from the Italian Greek city Tarentum (Taras) for help against the Romans. Epirus itself was a newly united state, formerly divided among the 3 chief tribes Chaonians, Thesprotians, and the powerful Molossians. Pyrrhos' uncle was Alexander I the Molossian, a contemporary of Alexander the Great, who, like Pyrrhos, also warred against the Romans. A few times the king of Epirus even managed to steal the throne of Macedonia for himself, once by Pyrrhos and once by his son Alexander II of Epirus. Later, Epirus founded itself as a federal democracy, but was broken up once the Romans warred with Macedon. ---- Some possible tech: - Oracle of Zeus (Dodona)- Oracle of Hades (Nekromanteion)- War Dance (Pyrrhichios) -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
It was made with the shield files in the 0ad art repo. The repo is very helpful indeed! -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I have started adding Epirotes to the mod. They are a Hellenistic faction similar to Macedonians in many ways (mostly unit roster), but with some major differences in gameplay (no siege workshop, modified tech tree and different bonuses and penalties). I hope to make them a berserker civ that hit hard, but loses hard too. Aggressive attacks, but expensive units that sting the player to lose them. Pyrrhic Victory is the way I want them to play. Hopefully I can make that a reality. They get the Molossus Hound, trainable from house, 1 per house. They are a pike infantry civ, with the 'White Shield Phalangite.' They also have Chaonian Guard champions, Agema Cavalry champions, Thessalian Lancers, Tarentine Cavalry (heavy skirmish cavalry), Thesprotian Thureophoroi (heavy skirmishers), and Towered War Elephants. Pyrrhus of Epirus is their "Hannibal" or "Scipio"-level hero, with supporting heroes Alexander I the Molossian and Alexander II of Epirus. Their mercenary camp units are: Italiote Hoplites, Galatian Swordsmen, and Cretan Archers. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
niektb has offered to start converting many AOE icons to original icon. He is doing good job so far! (attached are a couple he made). If anyone else wants to help make more icon then that would speed up the mod's wide release! There are about 100 more icons that can be made (my mod has over 200 technologies). So far Lion Kanzen and niektb have contribute to original portrait content and the mod uses LordGoo's farms. I have started a contributors.txt. Also, attach are new Phase icons I made for the phase tech of the game. I think these look very nice (the smooth texturing resizes very nicely by the GUI) and I remade them because I think phase tech should stand out more above other techs. -
[Gameplay] SVN Balance Feedback
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
I changed PrepareTime in local mod to 1000 for all range units and it works good! A19 should do this. Stutter at beginning of attack is eliminated in most case. Capturing: Just like when unit try to destroy building, when unit try to capture building they should still respond to attacks made on them. Right now they do not and is easy to exploit especially vs. AI. Ctrl+Alt to force attack is clumsy. I think change it to only Alt. makes more sense. I really belief that there should be policies or stances that can change behavior of all your units automatically and globally between destroy/kill and capture/convert. I propose special buttons for this either in top UI or along the sides or somthing. Of course, using Alt micro commands can override these macro global commands. I agree. Double health of regular cav unit, but obviously slower and take longer to train. -
ERROR: Unit with actor 'infantry_javelinist_b' .
wowgetoffyourcellphone replied to gameboy's topic in Bug reports
Still happening here. Patch committed to official svn? -
Hi wraitii. One way to integrate both the macro game and micro game is to have layers of gameplay, like levels of detail. Perhaps 3 layer.
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It would be nice be able to set some random environment setting. So, set sun color, shadows, fog, etc. then save it as a "random" setting. Change the parameter and then save it as another "random" setting. All info gets put into the map file and when the map is run the setting presets are chosen random. Something like this for skirmish map would be better than completely random (you dont want the sun to be at weird angles on some maps, etc.), so you make 2-10 presets and save them to the map file and they can be randomize that way.
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Good idea. Maybe have hull of boat in 2 or 3 or separate pieces too, for boat cracking apart when dead. ( mor pieces if team want to go so far as show boat cracking in half at point of ramming impact, which would be awesom).
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Also remember the scale of the game. I think prop like shield should be scaled to units... if game will have unit propping. If game decide not to have unit propping then shields can be scale to the boat. All I care about is ramming. Game must have ramming please. It the signature of this era of naval war. Pease please please
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I agree. Would be nice effect! Also, water shadows need to be stronger and color affect by ambient shadow color.
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India
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[Scenario] Constantinople
wowgetoffyourcellphone replied to Skhorn's topic in Scenario Design/Map making
Nice. Look kind of like King's Landing in GoT.- 18 replies
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Would be good to add feature for techs, where costs can be per number of certain entities. So, a "Stone Towers" upgrade that costs various amount of stones depending on number of wooden tower the player has built so far (so, like 25 stone per tower). Another example would be "Spies" or "Espionage" tech that reveals vision of enemy units, cost per enemy unit (like 10 metal per enemy unit). Anybody have any other examples where this would be usefull?
