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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. I would think that visualization would be for important things, like hero (you can only have 1) and static building (there are only a few of these). The female aura is quite inconsequential.
  4. 1. Auras are relatively rare. 2. modern graphics cards can handle thousands of instance of alpha blending. The game will not run very well on integrated graphics anyway. If a couple of more alpha blends are a problem for a rig the game can have option to tyrn them off (default: on, of course).
  5. I thinbk firing range is unnecessary, but showing splash damage range or smething like this might be good.
  6. I think it better to have a very deep foundation and make it not hug the ground like normal farms, so then these farms will stick out of the side of a hill unlike other farm field. But when placed on flat ground it would be flat like other field.
  7. I have only messaed around with the code as it exists now. I have only added a new selection ring with the <Selectable> element. This right here is only my suggestion of how it could or should be done instead of in Selectable. Reasons for keeping it within <Auras> Helps keep the visual aura concept together with the aura codeGives flexibility because the visual aura does not necessarily have to have the same visual behavior of the selection ringGives flexibility for each aura visualization to be different if deemed necessaryPrevents the need for a custom texture for each building or unit with an aura. If the game combines the selection ring and the aura ring into 1 texture (like I have done above as a test), then you can't keep the selection footprint sizes separate from the aura ring sizes. It has to be one texture.Can give Aura ring the behavior of showing up with preview entity. Footprint/Selectable does not do this for good reason.So, you could have Aura1 and Aura2 and Aura3 each weith different textures and stuff. There might be bad reasons to do this, but I don't know them. <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <AlwaysVisible>False</AlwaysVisible> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire of Rome"</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> </Auras>
  8. yep did this. \ Now that I mess around more, I think it should go like this: <Auras> <Aura1> <Type>range</Type> <Radius>60</Radius> <AlwaysVisible>False</AlwaysVisible> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> <Affects>Structure</Affects> <Modifications> <Health.Max> <Multiply>1.25</Multiply> </Health.Max> </Modifications> <AuraName>"Eternal Fire of Rome"</AuraName> <AuraDescription>Structures +25% Health within 60 meters of the Temple of Vesta.</AuraDescription> </Aura1> </Auras>This way you can have different aura decals for multiple aura in same unit or building (so, imagine Temple Vesta here having a healing aura of 40 meters and a Loyalty aura of 100 meters or something). This also keeop all aura graphic separate from selection ring graphic.
  9. thnx! After some play I think it best to not always have AlwaysVisible. And I think the aura ring should be separate like this: <Selectable> <AuraOverlay> <Radius>60</Radius> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </AuraOverlay> </Selectable>separate from regular overlay with a radius element (so you can reuse the aura texture with different kinds and sizes of overlays which use footprint size). Mein gott, ther are many ways to do this. lol Because what if there are twoi aura?
  10. Okay, so I try test. Looks like I was wrong and footprint code no long make selections, so intricate selection rings can be created! Here is a test I just did for temple Vesta: <Selectable> <Overlay replace=""> <AlwaysVisible/> <Texture> <MainTexture>auras/test/1024x1024_aura.png</MainTexture> <MainTextureMask>auras/test/1024x1024_aura_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable>
  11. Can be like this: <Auras> <AuraFood> <Type>range</Type> <Radius>60</Radius> <AuraDecal>auras/celts/circle_60.xml</AuraDecal> <Affects>Gatherer</Affects> <Modifications> <ResourceGatherer.Rates.food..grain> <Multiply>1.2</Multiply> </ResourceGatherer.Rates.food..grain> </Modifications> <AuraName>"Rotary Mill" Aura</AuraName> <AuraDescription>Gatherers +20% Food Gather Rate within 60 meters.</AuraDescription> </AuraFood> </Auras>assumes it is in art/actors/decals folder of course. Or done in the <Selectable> element of the etntity with some diplicate of the footprint stuff. Only issue would be to descide if aura decal should only show up when selected, or like with hero star, be 50% see through and then full coloor when selected (best option in my opinion), or show up all the time full color. Or even better, make it option (or maybe this be confuse). EDIT: Changed it from a texture to a decal call.I think would be better to just call a decal than to add a bunch more width, depth, etc.code to this element.
  12. Can be done with selection ring or decal. Right now game is bugged so that footprint create selection area and selection ring is base on footprint size. Instead obstruction should create selection area or something else done like selection ring size put in selection ring code insread of footprint. Maybe extend aura entitycode for input of "aura ring" size and texture.
  13. Next alpha will have a technology tree that will show you all of the buildings, units, and tech of each civilisation.
  14. "It also is a sensitive issue that would be more offensive to people" It was a sensitive issue to 1 guy on the forum.
  15. Thank Nicolas. I didn't think it was intentional behavior. I don't know what the other guys were on about. About ticket, yeah that was a (very small) exploit with the foundations. Only really useful to see if enemy was building a cc in a particular spot.
  16. Sounds unnecessary. What is the big difference between deleting them and 'decommission' them? They still leave the game. Also, where are thease people going? Up in smoke, poof like magic trick?
  17. I have explored this area that is why the black map is lifted. The behavior is new. I could build in the fow before, but now I cannnot. Why I ask if bug or intention. If intentional, it now means extra micromanagement to have to move a unit to the area first, even if I had already explored it... almost no other RTS require this, for good reason.
  18. Maybe try something tlike this: In something like this you have many paths you can take, but player can restart or branch off new paths whenever they want to. I don't think there need to be fewer tech but they just need to be made to be more interesting and whcih ones to choose should require more thoughts on the players part. With something like this you start on a path. If it is not working for you thwn you can try a new path but time and resoucrs is wasted, so there is inherent risk of targeted (narrow path) approach. You can try broad approach, but it takes longer to get the higher quality techs. Another idea to go along with this is to have techs that depends upon different biomes or maps. This alters the webs a little bit adding a little bit of variety. I like the idea that some buildings can act like a tech. This is done in my mod with aura. For instance, Temple of Vesta for Roma gives a boost to nearby building (right now the aura and tech effects are limiting, so I await the day when features are worked on again). I have adjusted my mod to include the new wooden defense towers in Phase 1, but I go one step further than this by adding a Stone Towers tech in Phase II to upgrade them back to full stength Defense Towers. Swaps the actors from wooden tower to stone tower (but the building preview and fogging ghost remains wooden tower, a bug). If you add a IV Phase and move all of the big tech to that, and move civic center expansions to Phase III, you then have a Phase II that includes an element of city building and defenses. Build a long city wall or use that stone to fast Phase III and use the stone for civic centers expansions? Add a real usage for Wonders and make 1 Wonder prerequisite for Phase IV. Go Phase IV and now you have uber techs for siege and elephants, fire arrows, and all that stuff,
  19. You are wrong, because 0 A.D. balance was just fine until the skirmishers and Javelin Cavalry became unbalanced. And then the balancer threw out the whole scheme instead of adjusting the stats of those two units. Some will say that the Swordsman was overpower for Romans because they were buuld from Civic Center, but then why did not try just moving it to Barracks and put spearman at Civic Center instead? Some units have good archers? Move them from CC to barracks. In fact, move all soldiers to barracks except spear infantry (so all civs start with the same basic citizen soldier). Not difficult decisions. The overlapping counters scheme that was design by the wfg founders was brilliant design that had vision, something current designer seem to lack. Whwere is the well thought design document for this "balance" branch? What is the design philosophy? But this whole thread is pointless, because there are balance shattering gameplay feature still not in the game yet. I will go ahead and leave you now to argue over the balance of a 60% completed game.
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