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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. I wonder how a game like Battle for Middle Earth 2, with its battalion system and large gaps between soldiers, manages pathfinding. The major thing I see is that there are fewer pathing obstacles in a typical BfME2 map for one thing. I think 0 a.d. maps are extremely obstacle heavy, honestly, and contribute to pathfinding problems. These are just hunches; I have no empirical evidence.
  3. @BeTe https://0ad.mod.io/delenda-est/ This mod might satiate you.
  4. No, because the AI only knows how to build in its own territory, so you still need territories. You just set them to really large ranges and set the territory line texture to 100% transparency. Build limits are still set to allied, own, enemy, and neutral for the player's sake though.
  5. I did but never figured out how to get rid of the border lines on the minimap.
  6. The original idea for units was that they should be (somewhat) difficult to replace, so there's an incentive to not waste their lives. Another reason why ranking was invented.
  7. I think there were multiple discussions. I fell onto the side of simpler tooltips. Didn't make sense to me to duplicate a bunch of information between the tooltips and the information screens.
  8. That is my opinion as well. Huge text-heavy tooltips might seem useful, but reality is a different story.
  9. You've convinced me. I think something more useful would be a section that lists the current techs applied to this unit, and then another section that shows remaining available techs for this unit.
  10. This is because the builder list is not used consistently in the templates. If it was, then this would not happen.
  11. It is possible to deal with it without needing any new code. DE does it.
  12. I'm thinking the empty corners of the footprint also cause visual confusion. I mean, I'm not confused, but there have been enough comments about it that I think it should be filled in somehow I guess.
  13. This information could be useful if presented in a better way, but I agree as presented it's very cluttery.
  14. I was thinking similar to OP's suggestion of a garden or raised flower bed. The side stairs aren't bad, but probably won't alleviate OP's confusion.
  15. I don't remember, but lately I am erring toward simplicity when it comes to the base game. The constant back and forth over the Han has basically sapped all energy I had for advocacy. It could also be my current flu. I'll leave y'all to it then.
  16. I think the Carth embassies can be a distinct outlier, but in general I vote to have captured buildings only build the new owner's units. To do otherwise will take a lot more discussion and design work and balancing.
  17. Why isn't the reaction, "Neat! I can train new units from this captured thing!"?
  18. An edge case I never considered. I agree. Revealed Map should also apply Cartography's effects and remove it from the Researcher panel.
  19. The backend is fine, but we can present it anyway we want to right?
  20. C'mon. I'm talking about how it's presented to the end user, who likely knows nothing (and does not care) about how the files are organized on the backend.
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