Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.976
  • Joined

  • Last visited

  • Days Won

    551

Everything posted by wowgetoffyourcellphone

  1. Check out how Delenda Est deals with the Briton chariots:
  2. hmm Not very impressed. I think the guy's stuttering stream hurts the presentation.
  3. It was intentional to ensure a different start to the map. Personally, I think it adds variety to make different types of maps have different starts and to make the player adapt. I won't even mention that berries in the middle of a frozen wasteland don't make any sense. Oops! I did mention it.
  4. Random map biomes need tertiary huntables too. :/ Sucks that a map using the biomes is limited to only 2 types of huntables. For instance, the Savana or Nubia biomes should have a wealth of animal types to hunt: Elephants, Crocodiles, Gazelles, Giraffe, Wildebeests, etc., which are all available for skirmish maps but not random map biomes.
  5. Also, mixins can have subfolders, so instead of encyclopedia_towers.xml, you can have encyclopedia/towers.xml, which keeps the root folder a little cleaner.
  6. Some of these entries need line breaks for paragraphs: \n\n
  7. The Han and Maurya simulated voices were very promising. What's going on with that?
  8. The comparison to AQ is not apt at all, when my critique is that while AQ is a standard feature of the game, your mod is not, and confers macro and micro benefits to some players out of the scope of the standard game unavailable to those without your mod.
  9. The Civic Center represents the central civic life of a settlement or city. So, I think it would be a great opportunity to briefly sketch that civ's method of governing.
  10. Marcus Agrippa is a secondary hero trainable from the Civic Center after choosing Emperor Augustus as your primary hero and researching Delegated Authority.
  11. Chanakya is a secondary hero trainable from the Palace in Town Phase after choosing Chandragupta Maurya as your primary hero.
  12. Gorgo is a secondary hero trainable after selecting Leonidas as your primary hero and researching Royal Marriage.
  13. Socrates is a secondary hero, trainable from the Painted Stoa after researching Philosophy.
  14. I'm all for GUI mods that present game info in better ways or more efficient access to existing game features. But to add new features and abilities and then use that against players who don't have that same mod is cheating.
  15. Age of Account is a good one. Also, I suggest there be 2 separate ratings, 1v1 and all others. 1v1 skills don't necessarily translate to team skills.
  16. Philip II is Alexander's father. Demetrius is one of Alexander's successors.
  17. Play the Imperial Romans in DE and say they aren't distinct from the Republican Romans. Well, me too, which is why we'd make those sister civs not bland, duh.
  18. My suggestion is that you can make specific AI names more likely to choose one of those behaviors.
  19. https://www.vistaprint.com/signs-posters/posters?PCXTVATINCLUSIVE=&couponCode=NEW25&utm_id=2B16302785240313813749&coupon=&partner=google&ps_vtp=44921899|122653663334||kwd-12657293|c|9016347||g&ps_vtp2=g|print posters|b|583803622981|||||&gclid=CjwKCAjw3dCnBhBCEiwAVvLcu64kKN8H9uciOeu7De7bIYPHAHhTqyMtR_KBFx0JmUhWrJghvk4bpxoCKq0QAvD_BwE
  20. I am wondering how difficult it would be to give the AI some more character. The AI currently already has the ability to ask for help, ask for tribute, decides to tribute resources to you when you're low on resources, tells you when it's planning to attack the enemy, etc. Some things I think we could add: Personalities I think we could assign personalities to each of the AI names listed in the civ json files. So, we could make some of the names act defensively, some act aggressively, and others balanced. Perhaps we can weight each of these behaviors as well. "AINames": [ { "Name": "Cimon", "Behaviors": [ { "Aggressive", "Weight": 3 }, { "Defensive", "Weight": 1 }, { "Balanced", "Weight": 2 } ] }, "Aristides", "Xenophon", "Hippias", "Cleisthenes", "Thucydides", "Alcibiades", "Miltiades", "Cleon", "Cleophon", "Thrasybulus", "Demosthenes" ], Please forgive my syntax, I'm not a programmer, but I think the above is a decent illustration of what I mean. Weight, for lack of better term, would be the ratio of how likely that AIName will choose that behavior. If no behavior is chosen (as with the rest of the list here, I'm lazy), then the behaviors all default to 1. Then we can assign different taunts/chats for each behavior, so that by how they are talking to you, you can understand how they'll behave. Surrendering The AI should see that its cause is hopeless and surrenders. The criteria for this can be based on the behavior the AI has been given. We'd just have to choose and assign parameters for this to happen. The AI should have events that trigger chats which indicate it's about to surrender. It'll tribute resources to its allies, and perhaps the ratio of resources it tributes can be determined by its chosen Behavior as well (aggressive gives all resources to the strongest ally; defensive to the weakest ally; balanced an equal share to all allies). And then the AI surrenders. It shouldn't all happen at once. Perhaps 10 seconds between events/chats/tributes.
  21. I found the PDFs after 90 seconds of searching the art repo! lol The PDFs here are good for printing or you can muck with the other formats. https://trac.wildfiregames.com/browser/art_source/trunk/promotional %26 public relations/print EDIT: I thought @Pureon had left longer ago than 5 years. Time really messes with ya. My mom died 5 years ago and it simultaneously feels like 10 years ago and 1 year ago.
×
×
  • Create New...