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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Or just rename them. The two: Maiden Guard and Poison Maiden (a semi-mythical unit) are conflated only because Maurya already had a ton of Champs. But since we are into differentiation now, we can perhaps officially make them 2 separate units. The Maiden Guard can remain a sword unit that can toggle the bow, and the Poison Maiden can be some kind of suicide assassin unit.
  2. Indeed, this has been my suggestion for many years
  3. To give an idea, in Delenda Est cavalry have a vision of 50 and infantry a vision of 44. Also, DE mods unitAI.js to alter (this.GetStance().respondChase) from 100% vision range to 85%. What this does is allow your units to see enemies at the edge of their vision range, but they don't automatically berserk.
  4. Lower vision range also helps the player control their units better, because of a shorter auto-attack range. Units berserk after enemy units less.
  5. I could see keeping the max pop cap at 300, but just making it more difficult to reach and a little less easy to replenish lost troops, so that functionally you have about 150-200 troops at any given time, with brief punctuations of larger armies.
  6. And again, graphics lag is often only a small part of the problem.
  7. That's not how things scale, bruh. You know that. Also, I don't think OP is saying spearmen and women should take 40 seconds to train, so you be misrepresentin' yo. That's not by design, of course. That insinuates that as the game's code gets more efficient, matches will last even shorter than they currently do, exacerbating OP's problem!
  8. A rolling poll, that slowly discards old ideas and adds new ones would be neat.
  9. No one is talking about hours. The typical "slower paced" AOE2 match still lasts less than an hour. Sure, you can have epic 2-hour games in AOE2, but who complains about that? lol, they're epic.
  10. There should be some code that creates a quasi-formation in this kind of instance, so that they don't all try to converge on the same target point. The quasi-formation makes it to the target and then everyone stops in place. Very interesting experiments.
  11. "Tabs" could just be buttons, how the struct tree and civilization overview can be toggled back and forth. Notsomuch tabs in the browser sense. More like toggle buttons.
  12. Trying to put as much as possible on one screen, since it's supposed to be for quick reference. I can see putting History on a separate tab page, since that's more of a 'deep dive' someone would do while in singleplayer. The (lack of) utility of the Builds list was one of the inspirations for my latest mockup. Didn't really see a need to list those things in the Information screen when you can see it directly in the UI when you select the unit.
  13. kay, latest version I'm thinking this would be the 960p+ version. As the vertical resolution decreases we can do these things: Between 1080p and 768p, shrink up the History section's height. At 768p, have buttons at the bottom to toggle between "Stats" and "History" screens.
  14. Yeah, my suggestion is probably different from OP's, who is probably suggesting a palisade -> city walls upgrade. I'm suggesting something more like a block or stone rubble wall upgrade, using the same palisade footprints. Maybe a +50% health upgrade or something.
  15. I was thinking new models for palisade "stone" upgrade, to match the footprints of the current "wooden" models.
  16. I'll put my latest iteration of a unit stats info screen here for posterity:
  17. The former would be nice. Maybe not upgrade them into full-fledged city walls, but a stone version of palisades would be cool. To the latter, it's already possible to upgrade Sentry Towers to Defense Towers.
  18. Looks nice. I would smooth out/flatten some of the bumpy areas for nice building construction. Right now the output terrain is a bit noisy. I agree with the notion of using heightmaps to simulate different areas of the world. They would be very useful for a 'Conquer the World' campaign. Just need to put a bunch of thought into the design of such a campaign and how it would use heightmaps to generate the real-time maps.
  19. I understand that the game doesn't allow double-click of Gaia assets in the middle of a match to help reduce accidental selections, etc. Makes sense. But to be able to shift click multiple Gaia objects into a selection could be useful as you've illustrated.
  20. I was just thinking you could try it out in single player and see if the kinds of changes present in the mod positively affect the gameplay in the way you wish.
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