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Everything posted by wowgetoffyourcellphone
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Units too small, hard to distinguish.
wowgetoffyourcellphone replied to Sp00ky's topic in Gameplay Discussion
Somewhat true, but it also depends on the rig. -
Units too small, hard to distinguish.
wowgetoffyourcellphone replied to Sp00ky's topic in Gameplay Discussion
lol, depends. The poly count for the soldiers and props would be reduced by half and you'd probably not have many battalions, maybe 10. lol. Anyway, hypothetical is hypothetical. -
Units too small, hard to distinguish.
wowgetoffyourcellphone replied to Sp00ky's topic in Gameplay Discussion
Yeah, the building "details" are scaled to fit. Yeah, if you're reducing unit sizes by 50-75%, then you'd for sure need battalions. And not just 18-24 units per battalion like my proposal. 64+ -
There never can be consensus on anything. lol If anything, I'd go the opposite route and forget about "units on the deck" and turretable stuff (unless the ships comes automatically with a turreted catapult or it's some kind of upgrade). Manually placing stuff on the decks would be a pain for anything more than a half-dozen ships. If you just want small squadrons of ships for your naval combat, then I guess that's fine, but you still have the huge problem of the scale of the current ships. I think the engine should allow for manually turretable things, but the core game should streamline the ship combat and shrink the ships to around the current "bireme" size.
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Target Specific Unit Types
wowgetoffyourcellphone replied to chrstgtr's topic in Gameplay Discussion
Right, but their units are making mincemeat of your meat shield. And now since your meatshield is dead, their meatshield can walk right up and kill your archers. -
Why don't groups of Sparabaras greet me?
wowgetoffyourcellphone replied to Gurken Khan's topic in Help & Feedback
When you select a group of units, the UI chooses a "primary" unit to determine a few things, such as sounds. I think the primary unit in a selection is determined by "Entity uid". While this isn't ideal to say the least (IMHO, it should go by preferred class, so Hero->Champion->etc.), it's probably efficient. Unfortunately, in this case if the unit with a lowest uid in the selection doesn't have acknowledgement sounds then you won't hear anything. -
Target Specific Unit Types
wowgetoffyourcellphone replied to chrstgtr's topic in Gameplay Discussion
Question. Why would the player want their archers to ignore the enemy's meat shield? Whoever wins the meat shield fight usually wins the battle. It's something I've been meaning to ask. -
This one here is my biggest peeve. Any hero or unit with a training limit reached turns the queue off. Ideally, the queue should only queue up 1 instance of the hero, similar to techs.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thank you for parsing the issue. This is the solution I went with and it fixed the issue! @anony5496 This will be fixed in the next release. -
Teamwork Team Bonus Concept
wowgetoffyourcellphone replied to Philip the Swaggerless's topic in Gameplay Discussion
The Seleucid idea sounds like something out of a single-player campaign. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
No, only wood and stone. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Here's the section function placePlayersNomad(playerClass, constraints) { if (!isNomad()) return undefined; g_Map.log("Placing nomad starting units"); let distance = scaleByMapSize(60, 240); let constraint = new StaticConstraint(constraints); let numPlayers = getNumPlayers(); let playerIDs = shuffleArray(sortAllPlayers()); let playerPosition = []; for (let i = 0; i < numPlayers; ++i) { let objects = getStartingEntities(playerIDs[i]).filter(ents => ents.Template.startsWith("units/")).map( ents => new SimpleObject(ents.Template, ents.Count || 1, ents.Count || 1, 1, 3)); // Add treasure if too few resources for a civic center let ccCost = Engine.GetTemplate("structures/" + getCivCode(playerIDs[i]) + "/civil_centre").Cost.Resources; for (let resourceType in ccCost) { let treasureTemplate = g_NomadTreasureTemplates[resourceType]; let count = Math.max(0, Math.ceil( (ccCost[resourceType] - (g_MapSettings.StartingResources || 0)) / Engine.GetTemplate(treasureTemplate).Treasure.Resources[resourceType])); objects.push(new SimpleObject(treasureTemplate, count, count, 3, 5)); } // Try place these entities at a random location let group = new SimpleGroup(objects, true, playerClass); let success = false; for (let distanceFactor of [1, 1/2, 1/4, 0]) if (createObjectGroups(group, playerIDs[i], new AndConstraint([constraint, avoidClasses(playerClass, distance * distanceFactor)]), 1, 200, false).length) { success = true; playerPosition[i] = group.centerPosition; break; } if (!success) throw new Error("Could not place starting units for player " + playerIDs[i] + "!"); } return [playerIDs, playerPosition]; } Here is the line (471): let treasureTemplate = g_NomadTreasureTemplates[resourceType]; I tried bypassing treasure generation by setting the starting resources to 1000, but then I got an error for line 475: ERROR: JavaScript error: maps/random/rmgen-common/player.js line 475 Script value conversion check failed: v.isString() || v.isNumber() || v.isBoolean() (got type undefined) placePlayersNomad@maps/random/rmgen-common/player.js:475:12 @maps/random/mainland.js:192:18 ERROR: CMapGeneratorWorker::Run: Failed to load RMS 'maps/random/mainland.js' Line 475: Engine.GetTemplate(treasureTemplate).Treasure.Resources[resourceType])); Could the "problem" be that Delenda Est's treasures give more than 1 resource? A few months ago @Freagarach made it possible in the core game, so I ran with it. This could be an edge case not tested for? -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Looks like it's getting hung up on the treasure generation for some reason. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Do you know which files deal with the nomad mode? @Freagarach @Stan` -
==[TASK]== Handheld Battering Ram
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
You just quoted my opinion. -
WIP Atlas UI Changes
wowgetoffyourcellphone replied to trompetin17's topic in Game Development & Technical Discussion
https://trac.wildfiregames.com/attachment/ticket/571/atlas_minimap.jpg Revisiting. It would be very nice to have a minimap for Atlas for Alpha 27. Especially with the new minimap icons implemented, it would be supremely useful. @trompetin17 Along with @Langbart's new minimap. -
==[TASK]== Handheld Battering Ram
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
The problem with the bribe mechanic is that it was implemented and then boom, no one worked on making it more interesting. There were some minor tweaks, sure. But any further design work on the feature died due to disagreements. For instance, I'd expand it to include all support and citizen soldier units and then give it some kind of cool down time between bribes, or make the cost of bribing increase exponentially while there are active spies, but the cost settles back down once all spies are expired. But consensus wasn't reached so now the feature sits unused and unimportant. -
Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Maybe because nomad mode places female_citizens, when DE doesn't have female_citizens? -
All civs now get a battering ram, and I think it would be good for the base game to have a simple "handheld" battering ram for some civs. Or perhaps all civs get this handheld version in Phase II, with a "Covered Ram" upgrade in Phase III for some civs. The Norse "Portable Ram" in Age of Mythology: Something like that, but with 4 dudes. Delenda Est has one from Millennium AD, but the ram log looks way too big and the way they hold it doesn't look right. The log doesn't seem to have weight, while the Norse one does.
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What does Kushite's battering ram look like?
wowgetoffyourcellphone replied to AIEND's topic in Art Development
Need one for the Han Chinese as well.