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Posts
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Posts posted by wowgetoffyourcellphone
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5 hours ago, Stan` said:
IMHO mod.io's goal should be to ensure general mod safety. Not to ensure anything else.
I kinda don't understand this. So, according to your opinion, WFG should sign any mod as long as it's not directly malicious? Even if it gives multiplayer players macros and other things? What if it's a "no fog of war" mod? As long as it's not a virus, then WFG should sign that and add it to the official downloads?
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Also, being able to block players. So, if you're a sniper cheat mod user, I can block you and not see you in the lobby ever again. You host a game with your sniper cheat mod enabled? Too bad; don't care; doesn't show.
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On 12/12/2023 at 7:17 AM, 0 calories said:
gaming mouse 4 times faster click... such cheating.. just 100 euro
We could limit click inputs.
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On 29/01/2021 at 3:22 PM, Grapjas said:
Player Position Randomnization
Is there a ticket or patch for this for this base game?
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1 hour ago, Stan` said:
Even that badge wouldn't be enough. Some people just edit the public mod these days...
Welp! Time to encrypt the zip file! Jk
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8 minutes ago, Boston said:
It would be hard to add an isometric camera to 0 A.D. because sometimes you would want the isometric camera and other times (such as during cutscenes) you'd want the perspective camera.
I think with an isometric mode, you could have AOE2-esque cutscenes.
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1 hour ago, Boston said:
true orthogonal camera with various export settings
That would be awesome. It's been a desired feature for the game as well, ever since there was a big positive reaction to my "Isometric" videos.
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1 hour ago, Boston said:
I added a button to the Actor Viewer
I might fix the problem with having to zoom in and out after toggling the 3d look, later.
Boston.
Nice. Are you achieving this by changing the zoom and narrowing the field of view?
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3 hours ago, Vantha said:
I would prefer the Tesseraconteres being a ship rather than a tech. But of course, there isn't even a unique 3d model for it. (A big new Tesseraconteres model, maybe as a catamaran, would be so cool, though)
The problem as you stated us that there is no model. There won't be one unless someone randomly shows up to make one. And 2, pathfinding would make it unusable. It would just be a piece of eye candy.
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Caraunius/Retogenes portrait idea.
Maybe depict him as a gallant, reckless, idealistic young man rather than a seasoned warrior?
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9 hours ago, real_tabasco_sauce said:
Updated with new terrains?
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https://code.wildfiregames.com/D5213
Latest diff takes into account many of @real_tabasco_sauce's suggested changes.
Please check out the techs and see if they make sense, are interesting, and are balanced.
On 16/12/2023 at 3:14 PM, wowgetoffyourcellphone said:Juggernauts (“Tessarakonterēs”)
- Requires “Shipwrights.”
- Civs: Ptol
- Siege Ship +50% health, +25% more projectiles, but −25% speed.
- May get rid of the "Juggernaut" ship template and replace it with this tech.
Implemented this for the Ptolemies.
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A few problems I have with transport ships are:
We already have a lot of ship classes.
The other ships can already garrison and transport units. Do you want to take that away?
Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit.
I'm 20/80 against lol
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54 minutes ago, nifa said:
sorry for the stupid question, but how do I install a Diff in my SVN that has not been committed yet?
Right-click "Download Raw Diff" and Save As... to your computer.
Double-click the saved file (should be D5213.diff) and a dialogue will open (if you have SVN installed).
From that dialogue, choose File -> Apply Patch...
Choose the folder that the "binaries" folder is in.
Another little dialogue will open. Select "Patch all items."
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The latest patch for this overhaul:
https://code.wildfiregames.com/D5213
I'm asking for testers to try this patch with the development (A27-SVN) version of the game.
The patch includes:
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All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system:
- Scout Ships: Super weak, but good speed and vision range. Available as soon as you build a Dock in village phase.
- Arrow Ships: Good vs. melee ships; Countered by Siege Ships (and other Arrow Ships)
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Melee Ships: Each civ usually has one of these.
- Ramming Ships: Good vs. Siege Ships; Countered by Arrow Ships; their fast speed and 30 garrison also make them good transport ships.
- Fire Ships: Good vs. Siege Ships and Buildings (Docks); Countered by Arrow Ships; cannot garrison; 'Upgrade' to ignite with fire and damage nearby enemy ships.
- Siege Ships: Long range and strong crush attack damage; Good vs. Arrow Ships and Buildings; Countered by melee Ships such as Ramming Ships and Fire Ships.
- All ships can now transport Relics/Catafalques. This was a previous oversight.
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An all-new Tech Tree for the Dock based on the kinds of ships each civ has available. For example, "ramming" techs are only available to civs with Ramming Ships.
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Village Phase
- Fishing Boat unlocked for all civs
- Merchant Ship unlocked for Cart
- Scout Ship unlocked for all civs
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Fishing Nets
- Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.”
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Salt Curing
- Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.”
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Lookouts
- Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese.
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Exploration
- Requires “Lookouts.”
- Civs; Cart, Han
- Traders and Ships +20% vision range.
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Town Phase
- Merchant Ship unlocked for all civs, except Cart
- Arrow Ship unlocked for all civs
- Ramming Ship unlocked for: Athen, Cart, Mace, Pers, Ptol, Rome, Sele, Spart
- Fire Ship unlocked for: Brit, Gaul, Iber. "Upgrade" to set on fire.
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Clay Amphorae
- Merchant Ships +25% trade profit per trip.
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Shipwrights
- Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster.
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Reinforced Hull
- Requires “Shipwrights.”
- Civs: Brit, Gaul, Iber
- Ships +25% health, but −10% speed.
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Naval Oxybeles
- Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships.
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Flanking Maneuvers
- Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.”
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Ship Cladding
- Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations.
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City Phase
- Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele
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Naval Ballistae
- Requires “Naval Oxybeles.”
- Siege Ships +20% attack range.
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Bronze Ram
- Requires “Flanking Maneuvers.”
- Ramming Ships +50% attack damage.
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Undergirding Cables
- Requires “Ship Cladding.”
- Civs: Athen, Mace, Pers, Spart
- Arrow Ships and Ramming Ships +25% health.
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Burning Pitch
- Civs: Brit, Gaul, Iber
- Fire Ships +25% health and +25% attack damage.
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Flaming Projectiles
- Ranged Warships +10% attack damage.
- This is for those civs who only have Scout Ships and Arrow Ships enabled, but no Melee or Siege ships: Currently just Kush, but may be applied to upcoming Germanic or Nomadic civs as well.
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Arsenal of Philon
- Requires “Shipwrights.”
- Civs: Athen
- Warships +1 health/second self-repair rate.
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Not implemented, but may in future patch:
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Marines
- All Warships +40% capture resistance.
- This is for all non-Roman civs if we implement Corvus Ships that capture. Currently removed from the list.
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Juggernauts (“Tessarakonterēs”)
- Requires “Shipwrights.”
- Civs: Ptol
- Siege Ship +50% health, +25% more projectiles, but −25% speed.
- May get rid of the "Juggernaut" ship template and replace it with this tech.
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Marines
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Village Phase
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All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system:
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1 hour ago, sternstaub said:
Oh, thanks, i see ^^
Can actor trees be farmed by players, or are they decorative objects?
Actors do not interact with the game simulation in any way. Entities do. So, yeah, you could say many actors are merely "decorative objects", but every entity has an actor too (actors are sprite you see, while the Entity is the file that interacts, has stats, etc).
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4 minutes ago, sternstaub said:
It could be cool for a random map. Do you mean to have 5 wall sections for 5 players, like a star?
I think this would be the only fair way, yeah. I think if there were 2 locked teams you could have just 1 wall down the middle.
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On 06/08/2021 at 3:09 PM, archaelius said:
It would be great to have complete models for this so they can have AO maps and such. Would look nice and natural. Can make the entrance of the mine a separate object that can be gathered like a metal mine.
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Map Scripting: Adding "randomness" to Skirmish maps
in Help & Feedback
Posted
Hi y'all. For my latest iterations of the Cycladic Archipelago skirmish map in Delenda Est I've created a new treasure called, "The Argo", which is a shipwreck that gives a lot of Wood, Glory, and Coin loot. I'd like to make it show up randomly at 4 different points on the map or not at all. So, 20% chance at points A, B, C, and D, and 20% chance at no points. As I've modded a script (used on the gallic_fields_3p map in base game) for the Miletus Peninsula skirmish map to send pirate ships into your shipping lanes every X minutes, I hope this treasure placing idea is possible with scripting too.
Anyone have any insights or want to help me with this?