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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Please, add a meta feature where can decide all 100 first clicks ahead of time.
  2. DE has some materials that bug out Vulkan, namely ones that don't use normal maps, etc.
  3. I guess if you're an Uber Twitch gamer, this all makes sense. For the 90% of players who play single player, they're gonna wonder why tech B is now available if the required tech A isn't even done yet. Dunno, perhaps that's just inertia talking since that's just how most (all?) rtses have done it in the past.
  4. Bit of a provocative title and thumbnail image, lol
  5. Might confuse 1 out of 200 players for 30 seconds, meanwhile all merc camps have a recognizable layout and details for 199 out of 200 players.
  6. I think solid wood wheels are important.
  7. Yeah, but not every modder is going to find your Blender add-on. It would be a very simple thing to remove those lines from the dae's in the game. This looks like a good direction, but maybe with more wooden-stake stockade along the front and left side. Plus shields, spears, etc. and a prop point for a camel. I think all of the merc camps should have some wooden stockade plus a camel/horse prop in a similar position.
  8. We need to strip those lines (you know the ones) out of every dae to prevent these issues. A script could do it.
  9. ehh, I'm really just want the DE system, but I have to couch it in AE aesthetics. lol
  10. Not really what I'm suggesting though. It may be unique, but it's problematic as Hayall.
  11. I don't think it's bad per se. Would just rather see it divided by social class than by gender, is all. And don't forget, that no matter how much you reduce their gather rate, citizen-soldiers will still be economic units, so now you have multiple different economic units, each with different effects on actual gather rate. I'd honestly rather remove gathering altogethr from soldiers. Yeah, just remove gathering from soldiers altogether.
  12. I disagree with 2 different gathering units based on gender. Best to go with Citizens vs. Slaves or something, but I know that might be "controversial" (but just how controversial is probably over way stated). DE tried having different units for male and female citizens and male and female slaves. Quickly decided to streamline it though. Reducing soldier gathering rates by half seems about right. I didn't want to go overboard with the citizens mod and was conservative.
  13. ehh, the mod affects gathering rate of infantry by -20%. Can definitely discuss whether that is enough or not though.
  14. Or just do this: https://0ad.old.mod.io/two-gendered-citizens
  15. okay, that's fine, but the range as given to the player is just a distance by which the entity will engage with enemy entities. It's a "behavior distance" or something to that effect.
  16. Some thoughts then. Special Technologies: "Skirmishing Tradition" 200 food, 200 wood Village Phase Civic Center Javelin Infantry and Cavalry -50% experience needed for promotion. "Rhomphaia" 400 metal Town Phase Forge Unlocks the Rhomphaiaphoros Sword Infantry, an elite-ranked fast Swordsman from the Barracks. "Hellenistic Reforms" 600 metal, 400 food City Phase Barracks Cavalry +1 all armor types (actors swapped to armored variants, thureos instead of pelta, etc.) Mercenaries: Getae Mercenary Cavalry Mercenary class Archer Cavalry Mercenary Greek Hoplite Mercenary class Spear Infantry Barracks Units: Mercenary Greek Hoplite Triballi Light Swordsman Thracian Peltast Thracian Slinger Rhomphaiaphoros Elite Sword Infantry (unlocked by tech) Stable Units: Odrysian Heavy Cavalry (spear cav) Thracian Skirmish Cavalry (jav cav) Getae Mercenary Cavalry (archer cav)
  17. I can't understand how this is hard to understand. I feel like this conversation is two chat AIs talking past each other. Thanks for fighting the good fight.
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