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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Sure, but the point is that with a MaxAttackers component, if a units have a MaxAttackers of, say, 20, then the 80 other attackers will search out the next closest 4 targets instead of wasting all 100 arrows per second on the dancer.
  2. ok, make it 2 or 3 meters and now spread is irrelevant and my point still stands.
  3. As is tradition, Delenda Est already has this cool feature. https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_structure_economic_farmstead.xml#L13 And it works pretty nicely. Try it on the Miletus Peninsula skirmish map in the mod, since there's a nice free Farmstead nearby you can capture or the new Isthmus of Corinth skirmish map, which also has 2 nearby capturable Farmsteads. As an aside, the mod makes a distinction now between Granaries and Farmsteads. Granaries are built by the player, while Farmsteads are gaia objects you capture to get the Farmland aura. But of course "under the hood" "Granaries" still use the Farmstead nomenclature to not screw up the AI.
  4. I just feel like y'all are getting really deep into the weeds here, attempting to optimize the game for your own processes. I'm always open to try new features though, so I look forward to a patch.
  5. Dunno, I think a "MaxAttackers" component would be nice for templates. Honestly seems silly that 100 archers would auto-fire at 1 dude instead of all the other dudes with swords and bows 1 meter behind that dude.
  6. Please, add a meta feature where can decide all 100 first clicks ahead of time.
  7. DE has some materials that bug out Vulkan, namely ones that don't use normal maps, etc.
  8. 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.
  9. Bit of a provocative title and thumbnail image, lol
  10. 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.
  11. I think solid wood wheels are important.
  12. 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.
  13. We need to strip those lines (you know the ones) out of every dae to prevent these issues. A script could do it.
  14. ehh, I'm really just want the DE system, but I have to couch it in AE aesthetics. lol
  15. Not really what I'm suggesting though. It may be unique, but it's problematic as Hayall.
  16. 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.
  17. 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.
  18. ehh, the mod affects gathering rate of infantry by -20%. Can definitely discuss whether that is enough or not though.
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