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Posts posted by wowgetoffyourcellphone
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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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Any reason why you would want that and not fully random maps? Skirmishes/scenarios are going to be mostly static by design, introducing randomness to them feels like they are becoming a random map instead.
skirmish map will always be better than random map for gameplay. Adding some (not so) random elements could add replayability to the list of benefits.
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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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If the masts are separate pieces (rig / bones), then they can break off during a sinking animation. This would allow a sunken ship to sit on the bottom for awhile (before gradually sinking through) without the mast sticking out of the water.
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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We should have some way that the skybox gets affected by fog too for the player's view (so that you don't see those white silhouette while the skybox retains it's original color)
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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Nice. Look kind of like King's Landing in GoT.
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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?
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Set all preparetime to 1000ms. Helps reduce the attack stutter for range unit.
Also add a new pair of techs for Temple:
Military Cult: greater attack for unitsvs.
State Religion: greater health for healers and heroes
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I sync some changes to the github. Maybe they fix it.
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That error look like something fix in svvn changeset #16755: http://trac.wildfiregames.com/changeset/16755
Try update again and run mod.
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I like option between modes 'Arcade' (more like Starcraft and AOE2; faster, more micro, fewer techs with bigger effects, basic formations for movement only, not combat, etc.) and maybe call the other option 'Imperial' (more like Total War or BfME2; more macro, more techs about tweaking your army and civ just right, units fight in formations, more about city building, more realistic). Both modes can have different ladders. Would be a challenge to excel at both.
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It's indeed possible to delete a file by adding .DELETED to the end of the filename. So if there's a file template.xml in the public mod that you don't want, putting a template.xml.DELETED file in your mod will remove it (the contents of the file doesn't matter).
Thanks for this information. I am not sure, but I don't seeing this information on the wiki page for modding. Maybe good to add this information?
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5)Create a technology to be able to put your units in formation.
As many alpha 17 players regret the fact that formations are back, and dont use them, it might be interesting to have a technology that you can take at your barrack at the first phaze, to be able to put your units in formations. This technology would be accompanied with a formation bonus, to legitimate the resources investment in this technology.
This technology might be called « military discipline »
Why regret they are back if you don't use them? lol. I regretted they were taken out to begin with. I think basic formations should be standatrd, but anything more important can be unlock with technology or phase. Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx).
6)Create a first phaze technology for wooden towers, which increases their range (same technology as for 2n phaze defense tower).
This would reduce the overpowerness of archers who are almost unbeatable at the first phaze, considering they outrange every units/every buildings.
To piggyback on this. There is no reason gameplay-wise to have 2 different sets of towers that do the exact same thing, just one weaker than the other. Make the stone tower in phase 2 an upgrade for the phase 1 wooden tower. Nerf archer range in phase 1. Archer shouldn't outrange any building in phase 1.
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The big thing that people want/wanted 0 A.D. to have is realistic ship movements and realistic formations combat. My personal opinion is that neither is achievable/really desirable given the current format.
A classsic-style RTS achieve a balance of this in Battle for Middle Earth II. Ships did not turn on a dime, but movement wasn't 100% realistic. I think with ship movement, 0 A.D. pklayers just want something better than what is currently in the game. The ship movement in the game right now is just too clunky. And so many people keep making formations out to be more complex than they need to be. Simple powerful formations can work. It has been done, except there were no bonuses in BfME2. 0 A.D. would innovate on that.
Formations can be streamline and reduced in number. Battle Line is standard for infantry and ranged units. Wedge is standard for melee cavalry. Column is automatic. Then use modifying buttons: Open Order, Close Order, Locked Shields (this is the phalanx).
I do like your idea of making bigger maps and making exploring more important. Settling up forward bases or finding good spots for cities would be more important. And yeah, using a 'column' formation to speed up getting troops across the map would be more relevant. I think a separate git would be needed to test thing like this. More resources is intriquing, but maybe keep the same resources and make different ways of getting them, like large open pit metal or stone mines that can be captured.
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Yes that was problem. I had already deleted and changed the phase techs to match official build but forgot to remove them from Ptol and Sele military colony. Thank you.
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ERROR: JavaScript error: gui/structree/structree.js line 32 TypeError: data is undefined init@gui/structree/structree.js:32:1 __eventhandler116 (press)@menuStrucTreeButton press:2:8
ERROR: GUI page 'page_structree.xml': Failed to call init() function
ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1
ERROR: JavaScript error: gui/structree/helper.js line 77 TypeError: path.lastIndexOf is not a function depath@gui/structree/helper.js:77:2 selectCiv@gui/structree/structree.js:173:1 __eventhandler144 (selectionchange)@civSelection selectionchange:0:1
I have edited the civ files, but I've edited all of the civ files and this only happen with Seleucid and Ptolemies.
Attach are json files.
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2 suggestion:
1. Ptolemy lighthouse should just lift black map from all the water. Should not actually lift all fog of war from the shorelines. My suggestion make more sense and not be so overpowered.
2. Rename "Persians" to Achaemenids. This make sense since other civ are Seleucids and Ptolemies. Ptolemies because can confuse between old and newer Egyptian empires otherwise. Achaemenids because the Persians had 2 major empires, the other being Sassanids. In Psrt 2 you would have 2 "Persians" civs, so good to differentiate now in Part 1 and also teach a little about the name.
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How to remove items from game? I read somewhere to make DELETE in the name of the file? Pretend I don't want Macks to have a cavalry spearman.
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Charge attack simple: double-right-click like in Total War. Boarding, hmm, would need button or maybe Alt-click.
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So flag + cheering anim
I'm just showing how it looks in another game. 0 A.d. doesn't need flag, 0 A.D. has player color.
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Thanks to bug fixe by sanderd I added some techs for temples that increase building loyalty (capture points), based on cultural happiness. "Religious Games" for "civilized" civs and "Harvest Fair" for "barbarian" civs. (I used the terms civilized and barbarian loosely and mean no offence). Romans have "Bread and Circuses" for this tech. And I'll modify "Cyrus Cylinder" for Persians.
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ERROR: Unit with actor 'infantry_javelinist_b' .
in Bug reports
Posted
Still happening here. Patch committed to official svn?