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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. My question is why would an enemy put his troops into you Temple when there is a real risk of you stealing (converting) his troops?
  2. I think that if there was a limit of 3 (or whatever) trained in any given match, then the civs can have any number of heroes to choose from.
  3. Flame units > Infantry Rocket infantry > Mech (Tanks, APCs, etc.) Tanks > Buildings and Bullet Infantry (you can run them over, lmao) Pill Boxes > Infantry Tanks > Pill Boxes Howitzers > Buildings Anything that moves > Howitzers Bullet Infantry = Spam spambamman Dogs > Heroes and Spies Bullet Infantry > Dogs Rocket Anything > Aerial Units Lack of energy > Tesla towers, lmao etc etc etc. and it was all very intuitive. My point is you didn't need a big UI in RA showing you 20 stats of each unit for you to figure out how to use the entities in the game and who they were good at killing.
  4. Red Alert was a game where everything was very well done and intuitive. You didn't need to know a unit' 30 different stats, you just knew what they were good for and that was enough for good play.
  5. The Tavern could have the Whiskey Tango Foxtrot tech that helps improve unit dancing.
  6. Should this change go into the Community mod or on Phab? Please advise.
  7. https://members.tripod.com/~S_van_Dorst/Ancient_Warfare/Greece/greek_glossary.html
  8. Do you think this is something for the Community mod or a Phab patch?
  9. Since my mod doesn't use ethnic names for units (it uses specificname and genericname differently than base game), I'll just call them: Syracusan Epilektos Gamoros Cavalry Mamertine Bodyguard or Sileraios Bodyguard
  10. I thought about the claw as a buildable structure or building upgrade, but it's difficult to imagine how it would work in the game environment. Ships in the game don't need to come close to the shore to be effective as in real life, so they would rarely come within range of such a "melee" device. It could be a technology (researched at the Academy) to add an attack bonus vs. ships to the Syracusan towers. A special tech that improves both farming and ship health maybe? Makes it unique in that way. Could make "Water Screw" at the Farmstead a prerequisite. Archimedes Screw was simply a refinement of earlier such farming tools. The Ballistics tech could be reworked here. For most other civs, Ballistics unlocks the ranged siege techs at the Siege Arsenal. For the Macedonians their ranged siege techs are unlocked automatically without the need for Ballistics. I've done the same for the Syracusans already, so perhaps "Ballistics" can be used as an additional special tech at the Academy.
  11. hmmm.... Ports vs. Shipyards. Sounds like a popular 0 A.D. mod.
  12. eeeeyes. I'm just musing on how we can make a new ram model look Chinese, by reusing some artistic motifs.
  13. LODs are great and all, but there' absolutely no need for the "high quality" version of that goat for an RTS.
  14. It would have been alright to add to Trac, honestly. Probably better to make it a part of a larger assets bug hunt though. For instance, the main door on the generic Greek fortress has a really odd graphical shadow bug, which is probably a random back face that needs deleted.
  15. We can leverage the "Upgrading" feature that the Han use some more by making the Han Academy an "Upgrade" for Barracks, instead of a standalone structure to build. Again, what that does is leverage the existing penchant given to the Han civ of upgrading individual structures to better versions of themselves.
  16. This one seems a bit... not sure of the word... procedural? Obscure? Odd? The other stuff looks alright though.
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