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Posts posted by wackyserious
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instead of just a flat 75% of resource cost returned
How about you get a % of resources back based on it's % of health.
A much better approach indeed.
This is already implemented.
Interface enhancement suggestion: a tooltip below or above resource hp that displays the amount of workers in a resource (when hovering over a resource/object)
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Another minor suggestion..
Prop stone slabs and metal mines with pickaxes on the ground and a handcart with stone bricks / metal ingots when it gets mined for the first time (or lose hp point, i.e. props appear when hp is reduced and will remain there until the resource is depleted.
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Unit health and speed: 25/100 health reduces speed (Introduce a wounded/crippled walking animation)
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Makes the game more fun, and more competitive. as much as people moaned about it, 'twas a great idea.
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New suggestions for the game
- Destroying (Destroy building command) a structure should give you back 75% of the resources spent on building it.
- Disable the destroy building command when enemies are near the building (So that scorched earth strategy cannot be abused and exploited by the players)
- Optional: I think I already suggested this one before? Command destroying a building takes time, drains 20% health per second instead of instantly destroying it. (Percentage might go lower, depending on the size of a building, ex. destroying a house vs. destroying a fortress or CC)
- Destruction can be negated 1.) If the owner decides to repair it using a unit 2.) If the enemy attempts to capture it
I think these 4 things are crucial and can help in balancing the new capture system.
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Played singleplayer earlier, the AI who first spawns a battering ram easily crushes the other, defending AI tries to capture the ram instead of destroying it. Same with defense buildings, doesn't attack the rams, making defense buildings pretty usesless (Maybe switching the default action to "destroy" instead of "capture" is the right thing as someone mention before)
Buildings should be able to put up a little fight againts rams.
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Hi, fellow modder here,
Are you planning to make a Saxon faction?
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How do I change the default colors associated with the teams? (Not changing a team color in Atlas but changing the default associated color, like how player 8 is black and player 7 is orange.) Can I change or associate a new color to it?
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I'm also experiencing the same issue, never experienced the lag with Alpha 18, only when I switched to SVN.
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Yes, the name semita sounds good for Alpha 19
Errm if Vikings are going to be in the next alpha then the name has to be Thor
Hi there Dezzi, the Council of Modders is working on a Norse (or Viking) faction for our Millenium AD mod.
You can find the CoM here in the forums or track us via ModDB
You can also download the experimental versions of the mod on Github https://github.com/0ADMods/millenniumad
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Also, how do I save a 512x512.png image/copy of the a UV map, like the Norse shield UV .png that you gave me?
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The "F" key connects the vertices, I want to create a vertical edge that is connected to the edge above. Like the red ones below, but I want the vertices to be a part or are connected to the edge and not independent vertices. Is there a way to do this?
/ \
| Wall | Door | Wall | <-- Structure wall
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| | | | <-- Extruded base
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Thanks Stan, the key to honing the powers of a software really lies in its shortcut keys! Haha
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Thanks LordGood, It took a couple of re-reading but I kinda get the idea now. The technical terms confused me Haha
It works Stan, thanks! So does that mean that It is okay if some of the faces doesn't have them, like in the rear part of the model above?
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Hi and welcome, have you tried reading the wiki? http://trac.wildfiregames.com/wiki The wiki contains useful tutorials and guides on modding and working with 0AD.
I'm also new here and a rookie in the modding community, I learned stuff from some members and from reading the wiki.
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The animal must've hated the Carthaginians for using him as a war tool
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still working on the vikings?
Yes, some members are still working,
tho, most of team members who contribute are occupied in real life and cannot contribute right now.
I worked on some unit textures two weeks ago.
Unit textures in the attached image are applied to both the old and new mesh, units on the left uses the new m_tunic_long mesh and the ones in the right are using the old m_pants_celt mesh
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I suggested this same idea. Name could be: Prestige, Glory, Honor; pick one.
Kill enemy unit: +10 Glory
Research tech: +10 Glory
Find a relic and place it in a temple: +1 Glory/sec
Build a Temple: +100 Glory each
Kill enemy hero: +500 Glory
Capture enemy Civic Center: +500 Glory
Build a Wonder: +1000 Glory
Spend Glory on:
Heroes
Champions
Special Techs
Non-Special techs like: Promotion Techs
Leveling up your Hero
I hope that the dev team would consider implementing this feature. It will add a nice flavor to the game.
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1.) What about a new form of resource, something like honor/glory points?
-Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points.
-Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so)
Edited: Champion units also cost little honor/glory. (1 glory point per champ.)
2.) An open/close to trade button in Marketplaces and Trade ports (A toggle button that can open or prevent trading with the structure, I always wanted to avoid AI ship/caravan spamming, 2 trade ships filled with merchants are enough to support a late-game economy, I also wish that the AI will be upgraded to use something similar to this so that it doesn't spam ships in Naval maps)
Suggestions for 0 A.D.
in Gameplay Discussion
Posted · Edited by wackyserious
Nope, not on the interface, I'm pertaining to the hp indicator on the map/game/world itself, the one that appears when you hover the pointer on an object. (I know that it is already implemented in the UI but IMO, it is not very noticeable in-game.. specially if you are new to the game)