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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Thing is, percentages are more intuitive to the player. Is +3 attack a lot? Is +1 speed a lot? Dunno. +20%, now that gives you a great idea.
  2. He never completed it. Anyway, a reference for the Imperial Roman cult statue:
  3. I'm honestly of the belief that most of the civs can pretty much have access to (nearly) every unit type through mercenaries.
  4. Yeah, biomes need extended to make them allow for more stuff like this. It is a WIP tho.
  5. So, the game and Atlas crashes when it cannot find a terrain texture. It used to just render that terrain as magenta without any further problems, but the current build simply hard crashes when the missing terrain comes into camera view. This is everything that appears in the log: WARNING: CTerrainTextureManager: Couldn't find terrain alpine_grass_c_fancy I don't know how long this has been the case. I just remember it used to not hard crash like this, just paint a magenta color instead. crashlog.dmp crashlog.txt interestinglog.html mainlog.html system_info.txt userreport_hwdetect.txt
  6. I don't plan on having military colonies for the Germans. Just the basic buildings.
  7. I think having 2nd floor windows is probably a no for Suebian structures. A "yes" for Gothic structures. Prototypical Suebian structures: I think all Suebian buildings should have thatch roof and Gothic buildings can have shingles.
  8. The aura is generated by the hero, not the formation though. You don't want to have every unit in the formation generating auras, you want the formation itself to generate 1 aura that applies to units within it.
  9. Formations were originally supposed to do this, but put on the back burner for many years. I am not sure how difficult it would be to allow formations to have auras, since formations are templates like units are, can have actors, etc. Such an aura would probably use the "formation" "type", applying to all units within it. I agree with @alre though that for now, simple unit template stat changes are all we have.
  10. Nice. I thought that was taken out. I see no reason why every pikeman needs the exact same stats. Nor does every spearman need the same stats (e.g. Hoplites vs. "regular" spearmen). Just the same role.
  11. They originally had different stats, but then those different stats were stripped out. I made them (IIRC) have slightly higher attack and speed, but a couple less pierce armor (no shield). This was not liked, apparently
  12. I think the current mod has too many things. (Creo que el mod actual tiene demasiadas cosas.) Don't delete anything, but let's see what we can do to streamline the civilization's building and technology layout. (No elimine nada, pero veamos qué podemos hacer para simplificar el diseño tecnológico y de construcción de la civilización.) First thing to do is to create a complete civilization profile, so that we all can see the current status of the civ. (Lo primero que debe hacer es crear un perfil de civilización completo, para que todos podamos ver el estado actual de la civilización.) After that, we can decide what to keep buildable in the civilization and what to move to Atlas-only. (Después de eso, podemos decidir qué mantener edificable en la civilización y qué mover solo a Atlas.)
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