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Everything posted by wowgetoffyourcellphone
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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.
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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. -
wratti I try something like this with modding.
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Alpha 18 Balancing Branch
wowgetoffyourcellphone replied to scythetwirler's topic in General Discussion
LOL Too many opinion. -
Urban Development
wowgetoffyourcellphone replied to agentx's topic in Game Development & Technical Discussion
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. -
Urban Development
wowgetoffyourcellphone replied to agentx's topic in Game Development & Technical Discussion
you do not know what you are talking about -
Urban Development
wowgetoffyourcellphone replied to agentx's topic in Game Development & Technical Discussion
Could do square citiies for Successors and Romans. -
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.
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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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