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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think the root problem should be looked into, but in the meantime (this alpha) a different team bonus should be decided. Basically 2 choices I see: 1. Some kind of metal trickle, keeping the same name, "Standardized Currency." 2. Some kind of Siege bonus. "Mechanical Innovation" or something. It would be very good to nail this down quickly.
  2. I believe you can currently build defense towers in allied territory. It steals territory from your ally though, which is a bit sus. It would be nice if we had more diplomacy options where players can turn different things off and on. So, you could be allies, but you don't have the "Allow Allies to Construct in Your Territory" feature flipped to 'on' because you don't trust them or for a number of reasons. If you want to cooperatively choke off a position you could flip that option 'on' in the Diplo screen and then your ally can help tower up an area with you.
  3. Unfortunately, I don't have the Blender models locally. Maybe @Stan`. Any one in particular? You want the horse, the horse armor, or both...?
  4. Battle for Middle Earth had a great thing going before EA lost its license. I still have BfME2 installed after 15 years. Lots of unique features in it that make it stand out from AOE and SC. I like the hero customizer (wish it was expanded though). The upgradeable battalions are boss and inspire me to this day. Company of Heroes had the interesting squad mechanics, cover, building infiltration, destructible environment, etc. Rise&Fall: Civilizations at War was a half-finished game, but it had a very cool hero-RPG dynamic which made it stand out. Unfortunately, Stainless Steel Studios folded just before the game could be completed, which forced their publisher Midway to "finish" it for release.
  5. I think those features make sense for large units, such as ships, siege, and elephants (and maybe chariots), but for most units, especially foot units, yeah, maybe not instant turning and instant acceleration, but nearly so.
  6. Not sure. Perhaps play around with TerritoryDecay. You can make a cart, then send it over to your ally's territory. You can then unpack it to whatever you want, but it has a fast territory decay, so it'll switch to that player? No idea if this would work. But yes, the Scythians in Delenda Est use the 'Upgrade' feature rather than the 'Packing' feature. Seemed easier for me to conceptualize, plus tooltips, etc. Was thinking of making the Spy a standard unit, while the Emissary could be a civ-specific one. Not sure. Perhaps trained from the Athenian Council Chamber.
  7. 80:20 rule 80% of your players are single player 20% of your players are multiplayers It's insinuated that this apparently even holds for Starcraft 2. Fundamentals are super important, such as smooth pathfinding, logical group movement, and unit responsiveness. Players will give up on your game if they are frustrated by the controls. Spectacle is important. It's super fun to do cool things. Age of Mythology had monsters and god powers. Warcraft 3 had spells, heroes, elves, orcs. Starcraft 1&2 have flying units, LASERs, aliens, and mechas. Even the "mundane" Age of Empires series allows you to build cool cities and large armies that clash on the battlefield. A lot of "Spectacle" gets cut because it "imbalances" multiplayer. "When you design for multiplayer first, you inevitably cut the things that should be selling your game." A Great Map/Scenario Editor makes a Great RTS. Dev Tools important. A Great Editor helps Users/Players and Devs create great experiences. User Created content needs to be fostered and supported.
  8. I've entertained the idea of an "Emissary" or "Ambassador" unit that boosts production of allies-only and also gives his vision to allies (if Cartography is not researched). Basically the role of the Han Minister, but you use it to boost your allies instead of yourself. Then also a "Spy" [aka "Sikarios"] unit where to you it looks like a spy wearing a sketchy hood and cape, while to the enemy it looks like a random one of their soldiers. The only way for the enemy to know it's not one of theirs is for them to select your spy and try to order it around.
  9. Still need <Entity parent="template_player"> in yayo.xml Forge needs an ao map? Embassy needs an icon. All ao maps need normalized. This looks like a great mod so far. Loving the architecture! Tip: Everything needs an icon now, no exceptions.
  10. I've recently fixed the Scythian civ on DE's git repo: Fixed Actors. Scythian Cavalry can now build structures, just like infantry can. Scythians start matches with Cavalry replacing Infantry, so: 4 peasants 2 Cavalry Archers 2 Cavalry Axemen 1 Cavalry Scout 1 Captured Horse (Capturing Horses gives a bonus to cavalry training) Scythian peasants now use bows and arrows to hunt and defend themselves.
  11. Thank you. These are much better than using modern German as I've had to do until now.
  12. It's only supposed to be an early warning system, not supposed to do everything for you. You still should use map awareness as a player.
  13. Right. The walls would be red, but the floor and steps would not be red.
  14. "The White City of Tongwancheng" sounds like a great Wonder. Perhaps once you build it, it unlocks walls and defense towers. Prior to that, it's all nomad all of the time.
  15. This may work by listing the other techs and using a minus sign before them. See (of course) Delenda Est on how to do a lot of this.
  16. Nope, it is storehouse. I wondered why that was chosen though and not the arsenal.
  17. Indeed! In Delenda Est there are 3 ways to acquire glory: build statues, pray to them, or kill enemy units. All 3 are inspired by Age of Mythology.
  18. Not sure witches ever actually flew on brooms. I'll consult my Wiccan girlfriend.
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