Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.228
  • Joined

  • Last visited

  • Days Won

    492

Everything posted by wowgetoffyourcellphone

  1. Nice. Are you achieving this by changing the zoom and narrowing the field of view?
  2. 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.
  3. Caraunius/Retogenes portrait idea. Maybe depict him as a gallant, reckless, idealistic young man rather than a seasoned warrior?
  4. 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. Implemented this for the Ptolemies.
  5. 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
  6. 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."
  7. 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: 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) 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. 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. Village Phase Fishing Boat unlocked for all civs Merchant Ship unlocked for Cart Scout Ship unlocked for all civs Fishing Nets Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.” Salt Curing Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.” Lookouts Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Exploration Requires “Lookouts.” Civs; Cart, Han Traders and Ships +20% vision range. 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. Clay Amphorae Merchant Ships +25% trade profit per trip. Shipwrights Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster. Reinforced Hull Requires “Shipwrights.” Civs: Brit, Gaul, Iber Ships +25% health, but −10% speed. Naval Oxybeles Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships. Flanking Maneuvers Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.” Ship Cladding Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations. City Phase Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele Naval Ballistae Requires “Naval Oxybeles.” Siege Ships +20% attack range. Bronze Ram Requires “Flanking Maneuvers.” Ramming Ships +50% attack damage. Undergirding Cables Requires “Ship Cladding.” Civs: Athen, Mace, Pers, Spart Arrow Ships and Ramming Ships +25% health. Burning Pitch Civs: Brit, Gaul, Iber Fire Ships +25% health and +25% attack damage. 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. Arsenal of Philon Requires “Shipwrights.” Civs: Athen Warships +1 health/second self-repair rate. Not implemented, but may in future patch: 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. 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.
  8. 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).
  9. 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.
  10. 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.
  11. I could add this back into the base game as an Atlas object. (Might even make a patch and post it up on Phab to add a 3rd level to the Roman outpost and make it this). This type of map could make a cool random map script where the map is divided by a Gaia wall and players have to break through in order to reach their enemy's side.
  12. I honestly think "Limes" could be a cool either map type or random map. The map would be divided by Roman walls into sections by number of players. The walls would be Gaia and have to be broken through in order to get into the enemy's side of the map. So, two players would have one long wall down the middle of the map cutting it in half, etc.
  13. Very nice. Could definitely be used in scenarios, etc.
  14. I loaded this up in Atlas and the only error messages I'm getting are these: WARNING: [ParamNode] Could not remove token 'Siege' from node 'List'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'Elephant' from node 'List'; not present in list nor inherited (possible typo?) So, there's an issue with Delenda Est where there are classes removed from a list somewhere. Might be with ships. I'll look into it.
  15. I'm at work right now. I can maybe do a deep dive tonight.
  16. Missing terrains can definitely cause the map to hard crash. A27 has removed or renamed some old terrains probably. Did you start designing the map with A26?
  17. What seems to work for me is to load the map in Atlas without DE enabled. So, base game, no mods. Boot up Atlas, load the map in Atlas. You'll get a bunch of those errors. Save the map as <filename>_EA or something different. Atlas has a cleanup feature, so the act of saving the map will remove the missing files once you reload the map. So, once it's saved as a new map, close Atlas and reopen it again and reopen your new map and see how many errors you get. You might still get a few, but the previously missing objects will be gone. At least now most of the missing files will be stricken from the map file and you can see what you need to replace. Only other way is to manually edit the map's XML file. Look in the Pyrogenesis Log file for the list of bad files and then go through the XML file and delete them by hand (or use ctrl-H and replace).
×
×
  • Create New...