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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. DE classes Arminius as a mercenary hero, unique among all of the mod's heroes this way.
  2. Seeing units fighting on the steps of a temple or over a bridge would be epic, eh?
  3. Yep. In my research I came across that site. This one here is really awesome for coming up with differentiated color palettes: https://mokole.com/palette.html. The colors that are in the current patch for the most part came from playing around with the feature on that site.
  4. I wish the swatches (the colored squares) were bigger. I'm not sure which file controls that though.
  5. One iteration did include Fuchsia at one point, but decided to split it into Tyrian purple and pink.
  6. Wrong patch. You wanted this https://code.wildfiregames.com/D4813 Not sure if it will make a difference for you.
  7. You definitely should use SVN to apply the patch. It should work on whatever version of the game you have as long as it is after this commit: https://trac.wildfiregames.com/changeset/27172 After downloading the diff you double click it and if you have SVN installed a window similar to this should pop up, and you choose Apply Patch... You have to choose the root folder of the 0 A.D. installation and apply all the changes. It takes some trial and error for someone new to handling diffs, but once you got it it's very simple.
  8. https://code.wildfiregames.com/D4813 The above diff adds colors for players 9-18. Tweaks the colors for players 1-8 to help them stand out from the new colors. Adds a "ColorName" line for each for identification and possible future use. If anyone would like to try it and review, that would be great. Referenced diff: https://code.wildfiregames.com/D4811
  9. Nice. The challenge then is to mould them into freestanding statues.
  10. mixins/builders is what you want to edit. template_unit_support_citizen is where the changes will be apparent.
  11. https://skfb.ly/osoXW A nice low-res Lamassu. Would need to be edited though. This would be a great variation: https://skfb.ly/oroNt
  12. In Delenda Est, if you capture an enemy Civic Center, then you can train that civ's Citizens, who will mostly build your civ's buildings, but will build their own culture's temple, wonder, and cult statue.
  13. It's only a part of Delenda Est (and now in Terra Magna's repo as well).
  14. I think we all have read or heard the good ideas to make ship combat better. But to get started, I think the warships just need stripped down to the bare minimum and made usable again. Shrink up their size as I previously suggested, then make them behave and fight in simple logical ways. Make them useful and fun again. Then start adding the other features if they're warranted. I feel ramming would be easiest to implement since we want charging and secondary attack features for land units already. Even capturing could possibly be a secondary attack. So, until we even have those features for land units committed to the game, warships should be brought back to basics as I outlined above and elsewhere. Once those features are added for land units, then it will be easier to figure out how they can apply to ships.
  15. I agree that the pattern should be Phase = unit is introduced, Phase+1 = unit upgrades become available. So, if (as an example) Catapults come in P3, then their teching comes in P4. I can see simple hand-held rams as early as P2, with a tech in P3 that upgrades them to covered battering rams. Catapults come in P3, and in P4 there are a set of catapult improvement techs: Torsion Springs (range+) and Flaming Munitions (attack+). A "Siege Engineers" tech could make catapults buildable in the field by soldiers.
  16. ★ Epirotes ★ Thebans Bedouins -> Nabataeans
  17. Could allow heroes in Phase III, then allow them to upgrade to a mount in Phase IV.
  18. I agree with 4 phases. Unlock it by building a Wonder, thus better integrating Wonders into the game.
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