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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. There should be "shuttle speed" that is same for all infantry as they carry resource back to drop base. Wheelbarrow can improve this speed.
  3. Can be done with auras. It wouldn't be just like sim city, but a more city builder type of mod can be done easily*. *Lots and lots of 3D models and animations neeed though.
  4. Farmland texture on terrain give bonus to farming. http://trac.wildfiregames.com/ticket/1318 http://trac.wildfiregames.com/attachment/ticket/1318/farmland.jpg
  5. With hack I have implement farmlands. Before I reveal how, can anyone give idea of how it could have been done with current code and no extra programing?
  6. Dust storms and clouds disappear and reappear when zoom out. I liked clouds in old alpha, it make the game world feel alive and give a nice visual mood, but is broke for 1 or 2 alphas.
  7. The community who has gotten 1000s of hours of entertainment from the franchise could pay the 20 dollar and stay unfragmented.
  8. 20 bucks is not a lot of money for an adult to pay to support the deveopment of a game that they have spent probably 1000s of hours playing. If you already have the game, then don't buy it. Some people didn;'t have the game, so they buy it.
  9. Do you have legit copy or did you pirate AOE2? For most people aoe2 was unavailable with legal means. aoe2 hd brought aoe2 back to a new generation of player. Steam support was also nice addition. "fragmenting" an online "community" of software pirates is not within Valve's concern.
  10. 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.
  11. 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.
  12. wratti I try something like this with modding.
  13. I think AOEO followed that "painterly" style, but the design work was too cartoony. I can see the AOEO engine being retrofit with the art styleof your link and would work well.
  14. I am sorry Loki, but urban design upon grid pattern was pioneer by Greeks in Hellenistic time, then taken further by Romans as seen here: There are many examples. Even Piraeus in Athens of 5th and 4th century BC was laid in grid pattern. Miletus of Ionia is other example.
  15. I agree that there are mamny separate cases that must be judiciously decided upon. And then all bets can be off when a hotkey (Tab is my choice) is pressed. Tab can be the one-stop-shopping that gives the player as much UI-related informations as possible. In Battle for Middle Earth 2, the humans can only build walls within a distance from the castle (0 A.D.'s CC). When you select to build walls, the ring shows up around the castle to show you this range. I think this would be good for 0 A.D.
  16. Yeah, it because selection are rendered with quads instead of with decals. For units this make sense, but with large things like building selection or aura or other things is make more sense to use more vertice like decal.
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