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Everything posted by wowgetoffyourcellphone
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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.
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Rethinking bribing & counterintelligence feature
wowgetoffyourcellphone replied to Darkcity's topic in General Discussion
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. -
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.
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For a New Faction: Lusitanian.
wowgetoffyourcellphone replied to Ardworix's topic in General Discussion
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New Map: Aegean Archipelago (Skirmish)
wowgetoffyourcellphone replied to Yavin's topic in Scenario Design/Map making
Purdy! -
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.
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Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
Well, such a hypothetical change in the pace of the game would come with other changes that would extend the build-up phase. -
Making mauryas's vishkanya aura based unit
wowgetoffyourcellphone replied to Darkcity's topic in Gameplay Discussion
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. -
Building panel order
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Major problem with this is for mods. -
Indeed, this has been my suggestion for many years
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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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Lower vision range also helps the player control their units better, because of a shorter auto-attack range. Units berserk after enemy units less.
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A26 Han's gate cannot be garrisoned.
wowgetoffyourcellphone replied to 0ad is the best rts game's topic in Bug reports
https://trac.wildfiregames.com/changeset/27018 -
A26 Han's gate cannot be garrisoned.
wowgetoffyourcellphone replied to 0ad is the best rts game's topic in Bug reports
Thank you for the report. @Stan`, I'll fix this now. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
And again, graphics lag is often only a small part of the problem. -
Agreed
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Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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! -
A rolling poll, that slowly discards old ideas and adds new ones would be neat.
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Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
"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. -
Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
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. -
Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
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. -
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.
