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Everything posted by wowgetoffyourcellphone
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The hotkey doesn't seem to work for me or I don't understand how to use it. Yes, I set a hotkey for hotkey.session.pushorderfront but using it only seems to remove the item from the queue.
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Actually, I am fine with a cavalry for their UU. It's the late Empire after all. But it should have been the Scholae Palatina. The one in bronze scales on the far right.
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Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
Actors already have the variation, we just need the animation. -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
They already use the exact same animation. Please explain. -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
I think you just overcomplicated it. I don't see why there'd need to be multiple farming animations, or even if there was why that'd be a lot of trouble...? -
OpenAI prompt, eh?
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Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
Hmm, yeah, I forgot about that. Dunno, we'd have to think about it. -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
Right. Srrry, 9 points, not 4. -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
I agree that the game should have this. In AOE2, the "random" movement of the farmers is actually not random, just looks that way to the player. There are 4 designated positions on the farm field and the farmer moves between those positions after gathering 20% of its food capacity, then at 100% it goes and drops off the food at the dropsite. Then the farmer randomly chooses one of the 4 positions and the cycle begins again. It looks random enough to the player to keep it from looking monotonous. It's too late for A27 though. -
I like this because right now the skirmisher+Skiritai emphasis for the Spartans doesn't make sense historically. Spartiates need to be a good solid percentage of the player's force.
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This could work, but isn't as straight forward as it could be and feels very hacky. You're right though that I could very well use it in a mod (DE), since half of modding is hacking what is already there and creating workarounds. Thank you for the idea, I may well use it.
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Nah, they did something similar to what I've proposed for 0 A.D. They made "eras". You click on AOE1 and you get the older civs. You click on AOE2, you get the medieval civs.
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Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
No, but the references were the same. -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
Point is, just because one guy has a problem with it doesn't mean an entire building needs redesigned. -
gameplays Age of Empires 2 stuff
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
A lot of people @#$%ing about the very nice DLC -
Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
Person. -
With DE, I hardcode more things. The ability to allow 5 Spartiates in Village, then 10 in Town, then unlimited at City+ would be nice. Instead, in DE, I cap them to 5 per Syssiton until Empire phase where the cap is now unlimited. By this time, you've researched Agoge (Spartiates -1 pop cost), Panktration (Champions +10% health), Tyrtaean Paeans (infantry +10% speed) and probably Iron Spearheads (spear units +20% attack) and Spartiates are now pure juggernautage.
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Improved Farming Animation / Mauryan Palace
wowgetoffyourcellphone replied to Gurken Khan's topic in Gameplay Discussion
The textures are already exquisite. -
I wish unit training limits could be iterated by techs. Currently it can only be affected by 1 tech only. No way to allow for further techs to affect the limit after the first one.
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Disable unit overlapping
wowgetoffyourcellphone replied to Yekaterina's topic in Game Development & Technical Discussion
0.2 0.1 0.3 0.9 0.65 0.2 0.9 0 still gives me death balls. :/