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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Changed it to 1, still did not change when looking at range overlay. k, 1minute
  2. Tech is like this: { "pair": "pair_defensive_01", "genericName": "Murder Holes", "description": "Murder Holes allow defenders to fire or drop projectiles upon enemy units huddled along the base of the defenders' wall.", "cost": {"food": 0, "wood": 200, "stone": 100, "metal": 0}, "requirements": {"tech": "phase_city"}, "requirementsTooltip": "Unlocked in City Phase.", "icon": "murder_holes.png", "researchTime": 40, "tooltip": "Towers and Fortresses no longer have a minimum attack range.", "modifications": [ {"value": "Attack/Ranged/MinRange", "replace": 0} ], "affects": ["Tower", "Fortress"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml"}But I can see when I turn on Range overlay in the game that this tech does not affect the minrange at all. Is the MinRange modification bug?
  3. Okay, so I made Athenian Marines and Cretan Mercenary Archers trainable from Athenian Shipyards after research of Iphicratean Reforms (instead of trainable from Trireme). Might change Iphicratean Reforms to an armor and speed tech, make the Marine and Cretans unlock with City Phase instead. it all works: the Marines and Cretans pop out of the shipyard out the back like I hope instead of in the water like I feared. Macedonians can train war elephant in Imperial Phase. In pipeline: Finish adding visible prop point for rest of Fortress. Fortress with visible points now: Punics (Carthaginians), Indians (Mauryans), Iberians. This is time consuming to do, but reward is nice.Finish adding visible prop point for all Wall Gates. There is bug where is units garrisoned on a Wall Gate will keep the gate open, but that not my concern. Visible prop garrisoning has many bug that need worked out with code.Experiment with tree groves giving bonus for some civs (thinking Celts, Iberians, and Mauryans). This is the reason I invent the groves at beginning. I have feeling having every single tree give an aura bonus for barbarian civs would be laggy. Instead, groves are many trees in one object, so one aura for many trees instead of many auras for many trees.Experiment with rams and ships having speed bonus for units garrisoned inside.
  4. Tweaking models is good practice and gets Micket involved, so that is definitely worthwhile. More Micket the better for the art.
  5. Yes, this could work for terrain texture too, like lava. Howver, overall I think the bloom post-proc effect in the game right now is not very good. Can't put my finger on it, but it does not look like the kind of bloom I see in other games. It probably need redone.
  6. Hi. I think there is opportunity to make experience and rank more intersteing. I think experience can be another resource, call it Glory. Accrue Glory by doing tasks You see it accrue in the panel at the top next to your metal: Fighting - units gather Glory by fighting. Heroes can gather more Glory by fighting than normal units. Fighting is the way to gather the most Glory.Researching Techs - get X amount og Glory for every technoloy researched. Get a bunch of Glory for every time player phases up.Finding Treasures - some treasures can give Glory instead of other resource.Reaching Population Limit - hitting the match's set population limit for the first time can give the player some Glory.Building a Wonder - bring Glory to your empire!You can spend it on: special techs, upgrades, unlocks, buildings (Triumphal Arch for Imperial Romans would be cool), special units (maybe Heroes cost Glory to train instead of other resource) and promotion of units. Instead of units promoting individual automatic, you can select a group of them (or by battalion when formation properly implemented) and promote them with the click of button. Or, can have ranking techs that cost nothing but Glory.
  7. If player building go Gaia, "capturing" could be instant or very fast. I have not read all comment, but generally the building capture mechanicx should be as simple as possible and easy to understand what it happening. I think keep that in mind. Unit should play capture animation so all playeer can instantly see what is going on. Maybe player color parts can flash between the owner and capturing player colors. Also, I think only one player should be able to capture a building at 1 time. And yeah, capture mechanic very separate issue from conversion mechanic. I don't think units should stand next to a female or sheep and do the capture dance that they would do around a building. Unit conversion should be just like AOK's sheeps, instantley for doemestic animal, but maybe take some time for female (and she run away as if she being attack).
  8. Enrique is right, it is the building's 2D <obstruction> that block the vision, not its footprint height or anything 3D. Could have flag in entity template to block vision so designer can determine which buildings best for blocking. Would add more lag to make the center of vision circle 10 meters in front of unit? Save some optimization but mimic human awareness slightly better?
  9. Hopefully attack can look ferocious and violent, with shaking and tearing. Most games have wolf and dog just do lame lunge and swat with paw. lol
  10. This is a mistake on their part. Like I said, it is all math anyway. It is just as valid to make a hard counter ( a multiplier) to do what you want units to do as to fiddle with other numbers to attempt (and fail) to do the same thing. There is no "win" in spending hundreds of man-hours in making soft-counters work when hard-counters are already there and workable. Only the end product matters The current developerrs certainly have the "direction" they want to take the the combat. It is possible that direction will change when new developers come... current developers seem pretty committed to current thinking, which is why I make my own mod). But if there is good idea I am sure they will consider. They dont communicate much on the forrum. Maybe you can try chat room.
  11. Hmm, looking at full map screenshot makes me believe even more that the game need true mountain meshes. Example:
  12. Means no unified vision. Not everything is "easy." Must believe in the project to do the hard things even things that arent fun. and make decisions on applying minimal manpower. Need the presence of mind, what can be called situational awareness, to understand where your time and effort is needed, not where you want it to be but where it has the most utility (being a self-starter and team player--learnign when to sacrifice your own desires for the greater goal: the completion of a AA game). Creation is not always fun, but is done with hard work, and the finishe product is the reward.
  13. Reimplement counter system. Boom. I do like idea of attack energy and stuff like this, thinking outside the box, but what's the probklem with just giving the "skirmisher" in your example a debuff vs. "swordsman"? It is all math anyway.
  14. Game simply needs gamesetup toggle for entity with treasure class. This should be trivial, no? I don't see problem with treasure per se. It all about placement. Use start cav to go get treasure or hunt or scout? Just one more option. All about placement. Alekusu, since you have access Delenda Est, try out Neareastern Badlands (2) in Delenda Est. I made is smaller and better for 1v1 ranked. I also edit Punjab to get rid of couple of ponds for some more land area near base. I think Greek Acropolis (2), Acropolis Bay (with some changes, see Delenda), Libyan Oasis (2), and Median Oasis (2) are good maps for 1v1 rank too. The random maps are too simplistic always putting 1 stone mine and 1 metal mine right next to start CC. This is Starcraft way, not good for 0 A.D. In Starcraft you do not have Storehouse and Farmstead. In 0 A.D. placement of Storehouse and Farmstead is crucial, so making mines farther away from start CC is better game design.
  15. imho, alpha stage is no time for balancing and I think current balancing effort is waste of time to appease community member with no patience. Focus should be on fixing bug and adding features. I am fool who knows nothing.
  16. *gets new computer, posts tiny screenshots without antialias.
  17. I think KISS principle should be place in effect in this instance.
  18. Very nice! Maybe try to capture the high nose ridge look of original and small round chin.
  19. Thank you, that is the exact problem. Not solved yet.
  20. Nice! I wish animals would switch to running when attack. (also, wish player units would not attack animals unless they first are attackd! When attacked, nearby units would help take down animal, but not until then).
  21. Actually, shadows work! But... I have to enable them every time. Enable shadows does not get saved. Have to enable every match for some reason. Also, the shadows are very faint. Make them darker and use ambient shadow color? Just some observaton and suggestion.
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