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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Trigger.prototype.SpawnUnits = function() { var intruders = TriggerHelper.SpawnUnitsFromTriggerPoints( pickRandom(["A", "B", "C", "D"]), "gaia/treasure/special_argo", this.Count, 1); } I'm guessing I'm missing something.
  2. Hi y'all. For my latest iterations of the Cycladic Archipelago skirmish map in Delenda Est I've created a new treasure called, "The Argo", which is a shipwreck that gives a lot of Wood, Glory, and Coin loot. I'd like to make it show up randomly at 4 different points on the map or not at all. So, 20% chance at points A, B, C, and D, and 20% chance at no points. As I've modded a script (used on the gallic_fields_3p map in base game) for the Miletus Peninsula skirmish map to send pirate ships into your shipping lanes every X minutes, I hope this treasure placing idea is possible with scripting too. Anyone have any insights or want to help me with this?
  3. I kinda don't understand this. So, according to your opinion, WFG should sign any mod as long as it's not directly malicious? Even if it gives multiplayer players macros and other things? What if it's a "no fog of war" mod? As long as it's not a virus, then WFG should sign that and add it to the official downloads?
  4. Also, being able to block players. So, if you're a sniper cheat mod user, I can block you and not see you in the lobby ever again. You host a game with your sniper cheat mod enabled? Too bad; don't care; doesn't show.
  5. I think with an isometric mode, you could have AOE2-esque cutscenes.
  6. The Cutest of Borg. I played Xonotic several years ago. Nice little shooter clone. Liked it a lot. Is it still open source?
  7. That would be awesome. It's been a desired feature for the game as well, ever since there was a big positive reaction to my "Isometric" videos.
  8. Nice. Are you achieving this by changing the zoom and narrowing the field of view?
  9. The problem as you stated us that there is no model. There won't be one unless someone randomly shows up to make one. And 2, pathfinding would make it unusable. It would just be a piece of eye candy.
  10. Caraunius/Retogenes portrait idea. Maybe depict him as a gallant, reckless, idealistic young man rather than a seasoned warrior?
  11. https://code.wildfiregames.com/D5213 Latest diff takes into account many of @real_tabasco_sauce's suggested changes. Please check out the techs and see if they make sense, are interesting, and are balanced. Implemented this for the Ptolemies.
  12. A few problems I have with transport ships are: We already have a lot of ship classes. The other ships can already garrison and transport units. Do you want to take that away? Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. I'm 20/80 against lol
  13. Right-click "Download Raw Diff" and Save As... to your computer. Double-click the saved file (should be D5213.diff) and a dialogue will open (if you have SVN installed). From that dialogue, choose File -> Apply Patch... Choose the folder that the "binaries" folder is in. Another little dialogue will open. Select "Patch all items."
  14. The latest patch for this overhaul: https://code.wildfiregames.com/D5213 I'm asking for testers to try this patch with the development (A27-SVN) version of the game. The patch includes: All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system: Scout Ships: Super weak, but good speed and vision range. Available as soon as you build a Dock in village phase. Arrow Ships: Good vs. melee ships; Countered by Siege Ships (and other Arrow Ships) Melee Ships: Each civ usually has one of these. Ramming Ships: Good vs. Siege Ships; Countered by Arrow Ships; their fast speed and 30 garrison also make them good transport ships. Fire Ships: Good vs. Siege Ships and Buildings (Docks); Countered by Arrow Ships; cannot garrison; 'Upgrade' to ignite with fire and damage nearby enemy ships. Siege Ships: Long range and strong crush attack damage; Good vs. Arrow Ships and Buildings; Countered by melee Ships such as Ramming Ships and Fire Ships. All ships can now transport Relics/Catafalques. This was a previous oversight. An all-new Tech Tree for the Dock based on the kinds of ships each civ has available. For example, "ramming" techs are only available to civs with Ramming Ships. Village Phase Fishing Boat unlocked for all civs Merchant Ship unlocked for Cart Scout Ship unlocked for all civs Fishing Nets Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.” Salt Curing Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.” Lookouts Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Exploration Requires “Lookouts.” Civs; Cart, Han Traders and Ships +20% vision range. Town Phase Merchant Ship unlocked for all civs, except Cart Arrow Ship unlocked for all civs Ramming Ship unlocked for: Athen, Cart, Mace, Pers, Ptol, Rome, Sele, Spart Fire Ship unlocked for: Brit, Gaul, Iber. "Upgrade" to set on fire. Clay Amphorae Merchant Ships +25% trade profit per trip. Shipwrights Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster. Reinforced Hull Requires “Shipwrights.” Civs: Brit, Gaul, Iber Ships +25% health, but −10% speed. Naval Oxybeles Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships. Flanking Maneuvers Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.” Ship Cladding Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations. City Phase Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele Naval Ballistae Requires “Naval Oxybeles.” Siege Ships +20% attack range. Bronze Ram Requires “Flanking Maneuvers.” Ramming Ships +50% attack damage. Undergirding Cables Requires “Ship Cladding.” Civs: Athen, Mace, Pers, Spart Arrow Ships and Ramming Ships +25% health. Burning Pitch Civs: Brit, Gaul, Iber Fire Ships +25% health and +25% attack damage. Flaming Projectiles Ranged Warships +10% attack damage. This is for those civs who only have Scout Ships and Arrow Ships enabled, but no Melee or Siege ships: Currently just Kush, but may be applied to upcoming Germanic or Nomadic civs as well. Arsenal of Philon Requires “Shipwrights.” Civs: Athen Warships +1 health/second self-repair rate. Not implemented, but may in future patch: Marines All Warships +40% capture resistance. This is for all non-Roman civs if we implement Corvus Ships that capture. Currently removed from the list. Juggernauts (“Tessarakonterēs”) Requires “Shipwrights.” Civs: Ptol Siege Ship +50% health, +25% more projectiles, but −25% speed. May get rid of the "Juggernaut" ship template and replace it with this tech.
  15. Actors do not interact with the game simulation in any way. Entities do. So, yeah, you could say many actors are merely "decorative objects", but every entity has an actor too (actors are sprite you see, while the Entity is the file that interacts, has stats, etc).
  16. I think this would be the only fair way, yeah. I think if there were 2 locked teams you could have just 1 wall down the middle.
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