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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. All of my work... destroyed. Kind of looks like Empires Apart, honestly.
  2. Just a large tower or do you have extra architecture you wish to add?
  3. Sure, but for gameplay purposes, it's best that your catapult isn't stuck firing at an already-destroyed building, just because it's out of vision range.
  4. Could reduce the spread significantly for ranged units so the target is hit more often, requiring less range queries for missed projectiles.
  5. As a player, I don't think it would affect my strategy at all to know that the enemy spearmen have 8 attack instead of 7.
  6. If anything, we have plenty of evidence of bribery and treachery among the class of people from which we pull the game's "heroes."
  7. I think pairs can remain, just their costs and research time reduced to 0.
  8. Doesn't track, since in the real world even in ancient times you could see much further than your catapult can shoot.
  9. Not really. It's only really a big problem for ranged units, especially ranged units whose vision range doesn't adequately exceed its attack range. A melee unit attacking the building will be right next to it, meaning the center should be within vision range, even if the range is smaller, and the building's health should update just fine.
  10. This to me has no real bearing on the game. It doesn't matter to me if the enemy spearmen have +1 attack, as I'll use ranged units against them regardless. It could be one of the effects if researching Espionage in addition to unlock Bribery though.
  11. Yes and no. The reason that it's not being updated is because the center of the object is not within vision range. Updating the status of an object that is only partially visible will probably take more programing majiks and possibly be performance heavy (detecting edges instead of a single origin point). But I'm not a program duder.
  12. Hola gratis: You can resize to 128x128 if you wish.
  13. We need to look at catapult attack range vs vision range. Part of what is causing the issue is that vision range is relatively static, while attack range can be extended dynamically based on the height map. Making the height map affect (e.g. extend on higher elevation) the vision range dynamically was deemed too resource heavy to have in combination with the attack range effect. So, the game designers had to pick one over the other and chose the attack range effect since that had more bearing on gameplay. Others on the team can feel free to correct me.
  14. Well, such a hypothetical change in the pace of the game would come with other changes that would extend the build-up phase.
  15. 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.
  16. Indeed, this has been my suggestion for many years
  17. 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.
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