-
Posts
10.880 -
Joined
-
Last visited
-
Days Won
535
Everything posted by wowgetoffyourcellphone
-
Yes, I know, but we have to make allowances. You suggest that unit in game should disappear in wheat field because we make wheat is historically accurate?
-
Solutions that all can be implement: "Spies" or "Treason" tech. Cost 100 metal for every enemy unit (can be disabled with trigger). Reveals vision of enemy units. Capturing female citizens. This would make the end-game much quicker. AI realizes when it is time to resign. Asks for mercy and player can choose yes or no. Yes, ends game with player victory. No, game continues so player can hunt down rest of enemy units if she wants to. Just like in Age of Mytholoogy.
-
[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
Can make an install option: All Age and Mature. 0 A.d. could have this too (All Age disable blood, nudity,etc.) -
[Crowd source] =Minoan design Doc=
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Aristeia
Top left women good ref fopr priestess or maybe hero queen type of units. Bottom middle looks more practical for female citizen. -
I have seen that video already. That guy makes a lot of errors in his videos (for instant: he says hoplites fought with spears underhand, and could only fight with spears underhand, which is wrong; he even demonstrate and he makes fundamental error) and a lot of assumptions. He says road is for driving animals, but why this particular road? he never say why he just wants to make a half-point. I would say that because this road does not have a fence, it is not use for driving animals; instead of assuming that the movie is dumb because all roads obvious use for drive animals so all road shoud have fence (lol). Why is the wheat not taller than Mr. Gladiator? Maybe because it is not fully grown, would he ever stop to ponder explanations? Only thing he says that is 100% right is about the middle of the road that should be trod by draught animal.
-
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks Lion we will talk on PM. Giotto I send you link. Some other things I have recently added: Farmland, still work in progress (and it is a hack). Takes time to add to all skirmish maps. Can test it out easily on Sandbox-Romans map and in a match on Greek Acropolis and Siwa Oasis. Build farm field on farmland terrain to get 2x gather rate. Civic Center and Temple have a farming penalty aura too "Civic Spaces".City Walls aura around civic center: Walls get 2x health if built within aura of civic center, are much weaker when not in aura.Build wooden defense towers in village phase and upgrade them to stone tower in town phase.Upgade Roman army camp to a civic center in Imperial Phase - Colonia Romanorum.Upgrade Ptolemy and Selucids military colonies to civic centers in Imperial Phase - Katoikia (ptol), Tetrapolis (sele).Since particle is now fixed, I might experiment with sand storm reducing vision range and attack range of unit. I might also make an experiment with Celts and Iberians getting battle bonus within trees. -
I see that when unit create it spawn at 'front' of building at the edge of footprint. When unit garrison in same building is walks to the obstruction. Wonder why there is a difference here. I noticed this because I gave temple an aura texture (using the footprint size code and selectable code) and the healers spawned wayyy out at edge of the aura (because I made footprint big to make aura graphic the right size). Then when healer go to garrison in Temple is walk right up to temple and garrison inside. Discrepency in behavior?
-
I edit Sandbox - Romans with some new stuff. Save map. I see that the map does not show up new in not my Delenda_Esta mod folder and not the Public folder either. They are old versions. Also, map does not show in my GitHub client. I open Atlas and open the same map and I see my changes have saved somehow! Is map cached somewhere? I close Atlas again and open again and open map and see the map is showing all my changes. I look in maps/scenario folders and see the map has not changed its date modify. Problem with Atlas and or problem with Windows?
-
While not the size of a modern farm, even ancient farms were large, especially when compare to a house or even barrack. Some farms employ hundred of slaves.
-
See I think the farms are just fine. I like the terrain conform because not all farmland is flat (especially in Mediterranean!). Flattening the terrain beneath them makes like like any other building, when farms are not ebven a building. yes, the prop can be randomized more but that is simple actor changes and some new prop meshes and texture. \
-
What is your solution for farm?
-
Basically, can use gaia objects that give grain gather bonus aura to "enemies" who are, you guess it, all the players. This works as advertise, but is a hack and is not as good as the real proposal in ticket I linked because you have to add them into each map where you want the farmland, where if the real proposal is added all the designer need to do is paint the texture. <?xml version="1.0" encoding="utf-8"?><Entity> <Auras> <Farmland> <Type>range</Type> <Radius>60</Radius> <Affects>Gatherer</Affects> <AffectedPlayers>Enemy</AffectedPlayers> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>1.25</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Farmland" Aura</AuraName> <AuraDescription>Gatherers +25% Food Gather Rate within 60 meters. This is a hack to create "Farmlands" in the game.</AuraDescription> </Farmland> </Auras> <Footprint> <Square width="60" depth="60"/> <Height>9.0</Height> </Footprint> <Ownership/> <Position> <Altitude>0</Altitude> <Anchor>upright</Anchor> <Floating>true</Floating> <TurnRate>6.0</TurnRate> </Position> <Selectable> <EditorOnly/> <Overlay> <AlwaysVisible/> <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/marker_object_char_a.xml</Actor> <VisibleInAtlasOnly>true</VisibleInAtlasOnly> </VisualActor></Entity>I do not like it as permanent solution, but it works very good for a hack and mod.
-
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
There should be "shuttle speed" that is same for all infantry as they carry resource back to drop base. Wheelbarrow can improve this speed. -
Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
Who are you? lol. My point is, there are many conflicting opinion on this board (and a lot of suggestion are downright bad). Hopefully designer can parse and make a balanced game once all the features are done. -
Greetings from a new member
wowgetoffyourcellphone replied to Julian Bashir's topic in Introductions & Off-Topic Discussion
Not all celt wall were "sloped". ps: hellpo doctor -
Formations in A18
wowgetoffyourcellphone replied to Pithawk's topic in Game Development & Technical Discussion
No, please no. Do not listen to this. The solution is to fix the movement behavior. Instead of endless fixing balance of an unfinished game the team should be fixing and tweak behavior like unit and group movement and adding all the promised missing feature. The instinct is to throw out the difficuult things, instead of making them great. This game have too much greatness in its potential for small vision.