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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Currently, making healers heal melee units (the class of units who need it the most) is rather tricky. Since Healers are ranged units, they are more likely to be closer to other ranged units (archers et al.) and will prioritize those units over farther units. If we have PreferredClasses =Melee, then they will prioritize the melee units and then heal whichever are closer (the nearby ranged units). The effect will be subtle to the eye, but positively effect melee units greatly. Keep in mind, you can always place the Healers behind the archer line to make it more likely to heal ranged units instead.
  2. Speaking of Healer behavior, if they are a part of a combat group and you task that group to attack the enemy, the Healers (since they have no attack [and shouldn't except in rare cases]) walk right up to the target to get slaughtered. Perhaps Healers in this case can hang back a certain number of meters (maybe 80% of healing range) and not walk right up to the enemy to be killed. Would this kind of change be helpful to people? Would make them last longer and, with a "Melee" preferred class for healing targeting, make them more integral to combat. @Freagarach
  3. I really think you should tear through the template files and take a look at their innards. Some of it will be self-explanatory as you look through them, and other things will need some clarification from us. But really, opening the templates in Notepad++ you'll see that a lot of the components inside are pretty intuitive. The programmers have done a pretty good job in making the templates clear. This game, to my experience, is one of the easiest games to mod that I've ever seen.
  4. Something else I just came up with: Perhaps we can give a preferred class to healers of "melee" in addition to these other changes. It would make Healers more useful in bolstering the front line and less random.
  5. With @Stan`' help, I was able to extract the original Civic Center model for the Mauryas. Can use it as the basis for a Palace for now:
  6. Just a quick texture improvement. Could keep the "thatch" texture for the Farmstead and Storehouse. Or randomize the texture variation so it mixes and matches.
  7. Rooftiles would be another good way to differentiate them from the Britons.
  8. To me, it makes sense that the spare javelins would be held inside the shield in some way. So yeah, I could make a variation that is vertical for those units whose shields necessitate it. It's not just this one unit that has such clipping.
  9. Which is kind of ridiculous too. How granular do we have to get here anyway?
  10. The whole whole (entire) bottom floor is made of stone if you look closely. They just didn't bother white washing the side no one sees. I'll get @Tom_Sawyer on it.
  11. Right, based on my original ones (which are still in use in DE).
  12. I think the basic countering system was present in all AOE games (with something similar occurring in most RTS games, IIRC). As an aside, AOE4 just doesn't interest me for a multitude of reasons. Number one being they could have remade AOE2 to awesome modern 3D standards, but made something that looks utterly unappealing. I just can't put my finger on it though. Everything looks like a soap opera with weird flat lighting and muted colors. It's the VHS version of a modern game. Surprised you don't have to use a pair of tracking buttons to get the video head calibrated.
  13. Citizen Soldiers are a real double-edged sword for this game.
  14. Or move Multiplayer to the left side (making that whole side about gameplay), then "Design Tools" and "Exit" can be new buttons on the right side, putting 3 total buttons on each side. Just spitballing. "Design Tools" for now would only have Scenario Editor has an option, but in the future additional tools can and probably will be developed and would go into that dropdown.
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