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Everything posted by wowgetoffyourcellphone
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Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
I'll put my latest iteration of a unit stats info screen here for posterity: -
The former would be nice. Maybe not upgrade them into full-fledged city walls, but a stone version of palisades would be cool. To the latter, it's already possible to upgrade Sentry Towers to Defense Towers.
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random map Alexandria
wowgetoffyourcellphone replied to andy5995's topic in Scenario Design/Map making
Looks nice. I would smooth out/flatten some of the bumpy areas for nice building construction. Right now the output terrain is a bit noisy. I agree with the notion of using heightmaps to simulate different areas of the world. They would be very useful for a 'Conquer the World' campaign. Just need to put a bunch of thought into the design of such a campaign and how it would use heightmaps to generate the real-time maps.- 1 reply
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I understand that the game doesn't allow double-click of Gaia assets in the middle of a match to help reduce accidental selections, etc. Makes sense. But to be able to shift click multiple Gaia objects into a selection could be useful as you've illustrated.
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Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
@BeTe https://0ad.mod.io/delenda-est/ This mod might satiate you. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
I did but never figured out how to get rid of the border lines on the minimap. -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
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.
