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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. Texture tweaking/cleaning - Old body mesh vs New body mesh
  2. Both appear to be levelled during building placement preview, but the wall and tower becomes unlevelled after the construction.
  3. 2.) I agree, also a bit "tall" 5.) Why not change the availability of crossbow soldiers and make them only available during City phase
  4. Try this map, to see how tons of trees can affect game performance, try assigning 3 AI and play a match Nothing wrong with making/finishing maps like these, but such maps are not ideal if you want them to be released/bundled with the game. Good luck with your map
  5. What about a killed vs. incapacitated status? (Where incapacitated units can be captured as slaves by your enemies, or nourished back to health with healers also via capture system) - % chance that a killed unit will spawn/switch to an immobile/incapacitated entity, and revert back if recaptured or nourished back to health - units set to aggressive stance or lower ignores wounded units, while units set to violent will kill wounded enemies. - teach AI to kill or capture wounded units Although this suggestion also requires a little micro management. But you have the choice to ignore wounded ones while fighting and mind them later on, or kill them instantly by setting stance to violent. It also adds an extra use for the healer class, thus adding more flavor to the game.
  6. @mimo Regarding this changeset http://trac.wildfiregames.com/changeset/17971 If I disable the farm field templates on certain maps, f.e. on winter/snowy maps, will the AI still be able to successfully bloom and expand around the map with only the corral as a food source?
  7. You can also try to contact De La Salle University Ubisoft recently established a studio here in our country, and has partnered with the university to create and offer a new major in their computer science program, which is video game development.
  8. Brytenwealda - "Wielder of Britain" A moniker given to any Anglo-Saxon ruler who manages to dominate or issue overlordship to the other kingdoms.
  9. I've played a singleplayer match earlier (I'm playing the github copy from two days ago, by the way, so I'm not sure if some of these are already changed/fixed) Do the Anglo-Saxons really lack warships? AI can't transport battering rams across the water, they can only train merchant ships and fishing ships. Should we lower the wood cost of the Norse houses to 100, and remove the arrow shooting behavior since wooden towers are already available? Mead hall sounds more vikingly as a generic name for the Norse barracks (Tavern) should we use it? Please help us test the Millennium AD mod: https://github.com/0ADMods/millenniumad
  10. Make Anglo-Saxon buildings more resistant to capturing when he is trained/alive?
  11. WHAT?? WHO?? Haha, is this an April Fools joke/easter egg?
  12. I suggest something similar to Vercingetorix, +2 attack +1 capture ??Plus make him a trainer unit like Cyrus the Great (Alfred can train infantry_spearman_e, slow training time, 75 food, 75 wood, 50 metal cost)??
  13. Alfred the Great - Visual actor
  14. Maybe a raider type hero, similar to Brennus of the Gauls (+10 metal loot per enemy killed)
  15. Erik the Red or Leif Ericsson? Since both are characteristically considered as explorers/colonizers, therefore having similar hero bonuses. We could keep Erik and drop Ericsson, since Erik's settlement stood longer than his son's, and that he had more combat experience..
  16. I think he is a better candidate, since he participated in conflicts against three of our mod's factions (Umayyads, Franks and Anglo-Saxons) He fought against Alfred the Great and Charles the Bald (reigning emperor of West Francia when Paris was besieged) We can keep the other heroes as campaign heroes available via Atlas
  17. I propose that we include the Norse viking chieftain Hastein to the hero unit roster. - 859-862 AD, Said to have raided in Spain and the Mediterranean together with Bjorn Ironside, fought against the Kingdom of Asturias and the Umayyads in Spain, raided several Italian cities (Including the City of Luna, where he feigned that he was dying and wanted to convert to Christianity, as a premise to enter the city. he was accepted inside the settement, together with some of his men, and after entering the church, he stood up from where he was laid down, and started the raid of the city. This event might be familiar to those who have watched History's Vikings, but it was Ragnar Lothbrok that was depicted in the show and not Hastein) - 866 AD, fought together with the Duchy of Britanny against the Franks in the Battle of Brissarte, which resulted the death of Robert the Strong (Father of Odo of France, the defender of Paris against the Viking raiders) - 892 AD, Raided in England and fought against the Anglo-Saxons during Alfred the Great's reign, present at the Battle of Buttington
  18. I don't really have nice ideas on which topics to include since I don't really play online matches, but maybe wowgetoffyourcellphone and causative were right regarding my suggestion. Maybe a main forum would be nice once online players starts flocking the forums. I don't have any idea on how many online players join and visit the forums frequently, I just thought that it would be easier for them to have a specific discussion area here in the forums, since the general discussion and ideas forum is quite busy, and multiplayer related posts might get overlapped.
  19. A multiplayer subforum in the general discussions & ideas section would also be nice, so that players online can easily navigate the forums.
  20. Nice, and oh, please don't forget to include the one I suggested before.. "The toggle/hide actor/entities button" It will be very useful to map makers. I believe someone from the team was interested in applying it to the Atlas UI
  21. Maybe we should also post map making techniques, terrain painting style and map design ideas here, or we can create a separate thread for it.
  22. Ahh, I see.. Thank you for clarifying it, so it was intended It is not really that bothersome for me, as it can be fixed by proper variant naming, I just hope that other modders/players can read this post too, so that they won't fall victim to the confusion caused by this crucial game behavior.
  23. In my SVN game copy, the engine automatically matches similarly named object_color variants when spawning units (I'm not sure if this was intentional, or if it is a bug) Ex. Unit actor file units/rome/infantry_spearman_b.xml uses object_color and had a color variant While, prop actor file props/units/shields/rome_scutum_b.xml also uses object_color and had a similarly named color variant Every time the game spawns a unit variant, it will always spawn a variant that combines the two similarly named variant, and ignores other color variants. So you will only see, white colored spearmen with white shields. The game will never spawn red colored spearmen with white shields or vice versa. A working solution would be to name the actor color variant shirt-white, and the prop color, shield-white, avoid similarly named variants (I believe that it had something to do with similarly named color variants) I'm not sure if this problem is endemic only to my game copy, or if it also occurs in others, you can try and test it
  24. I believe it is possible, you can also try adding flora/bush entities in between the tree gaps, it adds flavor to the forested areas. Tho, too much flora can cause performance issues.. (The maps that I made had thick forests, makes the map more alive but sacrifices performance, not ideal for 0AD standard maps) You can also try adding/hiding apple trees inside the forested areas (To simulate foraging)
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