Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.860
  • Joined

  • Last visited

  • Days Won

    533

Everything posted by wowgetoffyourcellphone

  1. I like all of this differentiation (example: https://code.wildfiregames.com/D5112 ), but I wish a standard had been set first. For example: 1 general civ bonus (like faster training, stronger buildings, etc. the faster buildings for the Celtic civs comes to mind, or the free walls for the Iberians) 1 team bonus 1 new Forge tech 1 new Civic Center tech 1 new Fortress tech 1 new Barracks or Stable tech 1 new economic tech (at either the market, storehouse, or farmstead; the Harvester tech for the Gauls is a current example here) 1 new tech anywhere (so, a naval tech at the Dock for the Athenians, etc.) 1 new building (a Vineyard or Stoa for the Athenians, a Helot Training Ground for Spartans, etc.); this can be substituted by beefing up one of their current buildings in some way (maybe the Iberian Fortress can upgrade to a Citadel; the Han CC is a good example of this) Remove 1-2 standard techs from each civ (so maybe Athens gets 1 less farming tech, Persians don't get the barracks health tech, etc.) 1 potential "game changer" bonus: The Marian Reforms for the Romans comes to mind. Not every civ should need this, but maybe 3 or 4 of them should have something on this level, not just the Romans. Maybe the Macedonians can choose between Argead or Antogonid dynasties. Maybe the Han can choose Western or Eastern Han. Just spitballing here.
  2. Oh yeah, any chance to delete unseen triangles we should do it, for sure.
  3. Hmm, probably broken down even more. The Romans made their siege engines highly modular and (relatively) easy to pack away for transport.
  4. My computer is breaking, unfortunately. Need a new motherboard or graphics card or battery or all of the above. Maybe @Stan` could whip it up.
  5. DE uses the packed ballista actor. There is no specific one for the onager.
  6. Correct, though there are a few more tweaks to make it work nicely, you've essentially got it. https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/mixins/builder.xml https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_siege_catapult_stationary.xml https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/units/imp/siege_catapult_unpacked.xml I don't know if how I did it is the best way, but it works in DE. @Langbartmay have some good ideas on how to streamline the template and make it work as well as we want it to.
  7. Would it make sense to have a script automatically update the years in all files every January?
  8. Right, if it's mainly good against units, then it becomes a battlefield implement rather than a forward siege emplacement. That said, I don't think it should be "horrible" against buildings, just not as effective as a good ballista.
  9. Yeah, there are a dozen different ways to make onagers interesting and different. I was just thinking they could be built by the Marian Legions as another differentiation. It'd be interesting if the construction restriction patch was committed so that only Legionaries could build it.
  10. Free article about Athenian Cavalry https://cdn.shopify.com/s/files/1/0296/7067/0384/files/AW11-6_article.pdf?v=1650984575
  11. This is true. It's sometimes difficult to get the AI to choose different facial features.
  12. Onagers did not have wheels, except maybe in Medieval times. Make it buildable in the field. Make it the only siege weapons (except siege tower?) that can be built in this way. Requires an Arsenal to be built first.
  13. www.imagine.art I'm making these with the free tier. I'd get a paid subscription, but I'm poor. Lol
  14. I think it would need to be a specially trained AI for that. Unfortunately I'm just an end user instead of an AI programmer or I'd definitely get on it. My goal would not be to replace artists, but to give them a new tool. Unit textures are pretty easy to make by hand though.
  15. The Spartan pikemen in DE become available if you choose Cleomenes for your hero
  16. That's a fair assessment. I personally enjoy 30-45 minutes matches vs. 20-30 mins matches. It comes from the good old days 20+ years ago when I was in an Age of Kings clan and we'd host massive hour-long multiplayer team deathmatches. I think splitting the economics away from the soldiers allows you to compartmentalize better and allows the mod to give soldiers more interesting combat-oriented abilities, etc.
  17. I think I will introduce XP and ranks for heroes and make "ranks" for regular units into technologies.
  18. I'm making the Hero Medallion bigger in DE, but I need to move the chat down slightly so that it doesn't overlap. Any idea which line in which file?
  19. Fast hoplites. In DE, hoplites have different stats from "standard spearmen" plus a Shield Wall aura that boosts the armor of other nearby hoplites. This aura's range is short enough that usually you need to use the Phalanx/Shield Wall formation for it to apply to as many nearby hoplites as possible.
  20. to show what @LetswaveaBook is talking about:
  21. Should make them move with the animations. Any way to make them twist with the animations, the way the capes do, @Stan`?
×
×
  • Create New...