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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yeah, we gotta get these guys in at some point. May I suggest the Temple to Aphrodite / Qasr al-Bint as the wonder? Special Buildings can be a Theater and a Treasury (resource trickle). Houses in Village Phase are Bedouin Tents, and standard Houses are unlocked in Town Phase. Farms Fields and "Farmsteads" can be combined into one building called the Walled Garden. Civ can have a bonus in stone mining. Thoughts?
  2. In my opinion, it's okay to pare back the basic gameplay to the more "standard" RTS style, but I would design each civ to have at least 1 major difference or special feature from the standard. It's a fantasy game, so you have a little more leeway on experimenting with the design and players will expect a little more variation because of that.
  3. Absolutely. There will be a lot of fixes and improvements. Then again, it'll be further from A25 than A26. But I think it's always a good idea to port to the latest. Maybe plan on porting over to every other release?
  4. Alpha 27 is coming out soon. Maybe see if you can port it to that?
  5. There would still be narrative campaigns, such as your tutorial campaign, but a practice campaign would take you through a series of challenges to rank up your skills.
  6. Good observation. Perhaps after a scenario or two of war, the player finds it beneficial to ally with said enemy and halt hostilities. Run the full gamut. So then the player learns about the diplomacy and trading features that way, by making peace with a faction you were at war with. Common enemy? (Romans are encroaching now)
  7. Right, so a Scenario that we can craft to replace all the garbage scenarios currently in the game. A few scenarios with triggers and objectives can replace all of the barely playable scenarios we currently have.
  8. For now, a couple of skirmish or scenario maps can have them, but the end goal would be a "Wonders of the World" capture the wonder game mode. Where, as @Stan` suggests, random maps could spawn a random "Wonder of the World" at the center of the map which can be captured to win the game if that game mode is selected by the host. My plan would be for these to be the wonders that aren't built by players. So, the Temple of Artemis, Pyramid of Khafre, Colossus of Rhodes, Hanging Gardens of Babylon (replaced as Persian wonder by the Apadana of Darius whenever i can get someone to model it), the Ishtar Gate (needs a more elaborate model), Mausoleum of Halicarnassus, Stonehenge, Uffington White Horse, The Great Sphinx of Giza, et al.
  9. I'd like to make these more interesting. I'd like to add Wonders of the World to some maps and make them different and unique. This one I would rename to "Capture the Colossus." And here's another idea
  10. +1 (emphasis mine). I'd go even fewer, but I like where your head is at. Many of the scenario maps are (now irrelevant) demos or unplayable. And if we aren't presenting some kind of quality scenario to the player, then why should it be there? We could endeavor to create maybe 3 quality scenarios to choose from, each with some kind of interesting and well-made standalone story or historical narrative to play out. You don't need more than that to showcase the feature. Part of what makes the 157 maps problematic is the overwhelming amount of choice. In addition to #7271, something I would really like to do is be able to combine some skirmish and Scenario maps together into one "choice" in the UI. So, let's say you have 2 nearly identical maps, but one map has 2 players and another map has 3 players. Good examples of this are the "Cycladic Archipelago" skirmish maps. There is a 2 player and a 3 player variation of this map. So, what we'd do instead is present it as 1 choice in the map list or in the map screen instead of 2, and then in match setup where you can choose the number of players you can choose 2 or 3, just like when choosing the number of players in a random map. The game then will launch the proper map based on the number of players chosen. We can do this with json files, which combine multiple maps into 1 choice: { "mapName": "Cycladic Archipelago", "mapFiles": [ "skirmish/cycladic_archipelago_2p", "skirmish/cycladic_archipelago_3p" ] } We may have to add a line to each of the map xml files, so that they aren't presented separately: "MapCombination": [ "cycladic_archipelago.json" ], But I'm not sure if that last bit would be necessary or not. And terminology can be something more logical, I'm just throwing this together as I type. So, then when you go to choose a map in the Ui, you aren't overwhelmed with choice; a bunch of maps have been combined for you.
  11. The good thing about the FB business app, is that it allows you a lot of control and you can post things simultaneously to both your FB and Instagram accounts. You can create ad campaigns and schedule your posts to hit at specific times when your followers are most likely to see it. Some very nice tools indeed.
  12. @Vantha If I were you, I'd stay with the aegean_anatolian textures since they all blend the best together, then wait on my new "iberian" set.
  13. They would be "finished" maps from the game that we don't want to include in the official release. My idea would be to curate the best 25 maps or so, improve them further, and make those the core "official maps" included in the release. The 40+ other maps we'd either put into "official maps" mod download or give to you for your maps mod.
  14. I haven't watched the whole video, but I've known for several years, possibly as long as I've been working on 0 A.D., that the "hoplite comes from their hoplon shield" trope was just incorrect received knowledge passed down for 150 years. Hoplon means gear or kit or equipment, so sure, a shield is a hoplon, but hoplon is not shield. Aspis is shield, always has been (lol). So, hoplite always meant "one who is equipped" (for battle).
  15. I'm not sure the first answer is correct. The second answer is surprisingly detailed though and isn't bad.
  16. Right, some kind of bouncing or glowing icon over the speaking unit in-world would be good. Right. I can envision the black bars disappearing, the camera pulling back to gameplay zoom distance, and then the Objectives pop up in a checkbox list. "Gather your supplies with your Citizens and find a good spot to build your Civic Center!"
  17. Okay, I get it now, guys. Please use the Aegean_Anatolian textures for now and after A27 is released I'll make an "Iberian" set of terrains for you to use. I'll base it 1:1 on the Aegean_Anatolian set, but adjust the colors and a few other things to match these references. Basically a bit browner/yellower version of Aegean_Anatolian. Then you can easily use the Replace tool in Atlas. Sound like a plan?
  18. This is a feature I'd like to have in the game. The trick is to make even the foundation of a building increase the cost of the next foundation, etc. Rather than relying on the structure's completion before affecting the cost of the next one (else, the player could easily exploit by laying all the foundations first, then constructing). I hack this in DE for the cult statues by making it so you can only build 1 at a time. It's pretty clumsy, but it works okay for a hack.
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