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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. that is some players suggested in the past, can be nice unique feature, this way the environment can help to players.

    temple already heals units around it. :) Tho I think it would be cool in desert maps to have "healing springs" like what he says. just a couple per map. they would be gaia.

    • Like 2
  2. Implementing something to hellban users is work. Work that could be spent on things that benefit everyone, banning users isn't that hard.

    are you sure that you wish the official wfg lobby's rules to be arbitrary? having a hard set of rules makes moderating easier, not harder. This is your choice though.

  3. Should implement a half-way feature called a "shadow ban." The offender can still play and even "send" chat, but his chats are actually muted to all players, in the game and in the lobby. Length of shadow ban can be determined by moderator or by a set of rules determined by the wfg team. In fact, I encourage the team to come up with a set of rules and guidelines for the various forms of punishments usable by the moids. Racism 1st offense, 2nd offense, last offense, etc.

    • Like 2
  4. Concerning your first problem, Petra does not (yet) use the building list from the template, but assumes thoses from its civ. The solution is very easy: we need a function which take the list of existing entities for a given player, from it get the list of available buildings, and from it check if one will fit with the kind of building we want to build. The only difficulty is that it should be fast enough (must be done dynamically). A perfect task for any modder who want to contribute to the AI :wink1:

    Interesting. I thought the ai was already dynamic and used classes. I was having trouble with the ai not building farms, but then I realized that I took the "Struct" class away from farms (for technology reasons) and this messed up the ai so they didnt buold them. I added "struct" back to the classes of the farms and the ai started building them again.

  5. kQzOtdm.png

    I have added the Thebans to my mod for those with the link and who wish to try them out. They are about 98% done. All I need to do is change the hero actors to be more unique, make a rally flag texture, edit some of the unit actors (change helmets, shields, etcc) and hmm, maybe a few more unique technologies (I am taking suggestions here). They have a siege workshop like the Macedonians, but unlike the Macks they have the fire raiser siege weapon I found in the game. I changed it a bit to work better too, kind of like a iberians fireship. Thebans get the Sacred band hoplite and Thespian black cloaks already in the game. The one unique tech I have for them so far is "Boeotarch" which greatly improves hero health.

    After I complete the Thebans I will try to add prop placements for the rest of the Fortresses. I may call for help in scripting to make only range infantry show up when garrisoned.

    • Like 3
  6. Second that LG fast way to repetitive strain injury only drawing half way ok with toy but with a real weapon no way,have good look at the real shooters always to full draw even exaggerating the style check out some formal Nihon archery or what some players of that art call Zen Archery for reference thinking the arrow into the target or as I factiously call Archery for Geeks,

    Enjoy the Choice :)

    It seems obvious that her draw is a quick draw for close enemies. But it is still a good animation.

  7. One point I would make is that the Ptolemaic architecture is currently inaccurate and should have far more Greek influence to it. Alexandria for instance, the pinnacle of the Hellenistic world, had practically no ethnic Egyptians and would have been very Greek in the style. As it looks now, the Ptolemaic buildings seem from the New Kingdom. Regardless of what can be said for architectural diversity, inaccuracy on that scale seems quite unacceptable I fear.

    I agree. Maybe have a Ptolemaic temple variation that is Greek. Also, isn't the military colony supposed to eventually look Greek (instead of like a mercenary camp)?

  8. Way too many polys in the mesh though it does indeed look good in the Unity game engine but no arrow shown and the draw looks rather shallow and kinda abstract but it does say a WIP.

    Enjoy the Choice :)

    Yes, I think her draw is aimed at an enemy at medium or close distance. In the game maybe we can have 2 or 3 animations, for 2 or 3 distances? A long range archer animation would look a lot different than when shooting at a closer targets.

  9. Secret stuff.

    (Still needs some cleanup to remove some code duplication, but I'll commit that to my fork soon)

    Great job leeper. +1

    Cool :)

    Would be possible to make it dynamic? I mean to be able to access it during a game and see the researched techs coloured, while the one still to be researched on a grey scale.

    Maybe also adding the count of every building already built.

    I think this would be ultimate goal?

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