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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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).
  3. 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?
  4. 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
  5. 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.
  6. Hmm, looking at full map screenshot makes me believe even more that the game need true mountain meshes. Example:
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. *gets new computer, posts tiny screenshots without antialias.
  12. I think KISS principle should be place in effect in this instance.
  13. Very nice! Maybe try to capture the high nose ridge look of original and small round chin.
  14. Thank you, that is the exact problem. Not solved yet.
  15. 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).
  16. 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.
  17. When I zoom in and out I can see the parallax maps have weird bug, almost like LOD but not. They ripple as I zoom and look very bad. Sometimes if viewed from angle they warp over the model surface. Screenshot will not show this very well. I wonder if other have some problem. Start happening maybe a couple weeks ago?
  18. meh, don't like this. They are already slightly irregular. Of course can experiment though, so +1.
  19. Preview is definitely double-plus good. The more previews the better IMHO. Extension can be preview image for map too. Can load preview icon specified in the map.
  20. Hmmm, I think it could be like Docks. Docks cannot built on shoreline that is too tall. Bridge can use same placement code?. Have Bridge always be same height above water table, with ends that taper down like ramp (usually hidden by terrain but if terrain low the ramp will show, just like the back side of Greek dock). The span in middle gets "segments" added seamlessly like a wall that doesn't have towers. EDIT: With imagination I see this. Can click one end of the bridge at shoreline (has shoreline placement requirement like dock), then drag to the other side of river. If drag too far, bridge spirit goes red (have tooltip like walls that tells you how far bridge is and cost, it tell you if you go too far too). Click the end at the opposite shoreline, then units start building the bridge from starting end. If you have units on the opposite bank you can click them onto the end they can start building from their end to cut building time in half. Foundation before they start building looks like pylons in the water. Persian one can be wider and look like pontoon bridge (see: Xerxes; it can go longer, but is weaker; say most civs can go 5 segments long, but Persia can go 7). Roman one can have stone pylons but wooden span (they tend to make their bridges wooden so they can fire the bridge in case of enemy invasion). Red ends ramp downward. If bank slope upward then it just clip the ramp no problem. If the bank is too steep or cliff, it be like dock and cannot be built. Yellow spans are short, medium, long, just like walls and swap into place depending on need of length. Once build, any player can use it, but only owner can delete it (maybe it can be "capture" when captuiring implemente). Romans can upgrade their bridge to be full stone like this:
  21. Hmm, I don't see problem with the height thing, maybe clarify? Length--Just have min and max length. About boats, ancient bridge were not the big bridge of today. Only small watercraft would fit beneath them, certainly not warships! So, the bridge could block boat movement and be perfect realistic.
  22. Made a gaia object with an aura. Make it affect " Enemy." Since all player are enemy to Gaia, the aura affect all players. This of course a hack, but one that works very good. I will try similar hack to try to get Celts and Iberians to have battle bonus in forest. Object have this in code: <Auras> <Farmland> <Type>range</Type> <Radius>20</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>2</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +100% Farm Gather Rate within 20 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras>Object also invisible in the game with this code: <Selectable> <EditorOnly/> <Overlay> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <VisualActor> <SilhouetteDisplay>false</SilhouetteDisplay> <SilhouetteOccluder>true</SilhouetteOccluder> <Actor>props/special/common/aura_farmland_20.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor>
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