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Posts
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Joined
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23
Everything posted by Nescio
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So you don't care about range then? 70(+18) covers a significantly larger area than 70(-3). Yes, attacks go from centre to edge, which is problematic; see e.g. this thread.
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a-b(+c) means that a is the minimum range, b the base maximum range, and c the average range increase from elevation bonus (which depends on terrain and templates); in this case you can trust the tooltips. Compare: With: The range visualization circles show only the base range, not the effective range.
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In A24 heroes are actually always listed last, regardless where they are trained (centre, fortress, apadana, prytaneion, syssition). Speaking of which, any opinions on D2580 (display centre before house)?
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67. Starting entities are defined in the {civ}.json files. They're useful for units, but not really for structures, because entities spawn at close proximity to the centre. Now what I'd like to have on random random maps is to have players start with six outposts (i.e. at 60° intervals) at a distance of 120 from their centre, rotated properly (so the ladders face towards the centre). Any suggestions on how to do that? 68. Relatedly, a map setting defining starting entities: nomad default default + outposts default + palisade default + palisade + outposts With the palisade also circular, like this:
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It's probably because Carthage trains their champions at their temple. (Whether that's a good thing is a different discussion.) Don't be so sure.
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You're right, the values displayed in the tooltips are misleading and ought to be replaced with resource sub-type rates; doing so is not trivial, though, otherwise it would have been corrected long ago. Moreover, the numbers in the tooltips are rounded, which can occassionally lead to confusion as well. Technologies and auras work fine, so when in doubt, trust their descriptions, rather than the values displayed in the unit tooltip. The actual base gather rates are: citizen infantry: female citizens: (and yes, the fact there is a difference is sexist).
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Great! For realism. Walls are solid up to parapet level (yellow line), the windows in the room above (cyan) should be there, but the ones below (magenta) are problematic.
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Bad example. Not all do, though: What matters is these portraits look good. (I'd also prefer Spartan red for Leonidas.) Could you also improve Brennus, Viridomarus, and Demetrius to 256×256?
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If it's actor-based (e.g. Caratacos) then it should use magenta, if it's a specially drawn portrait (e.g. Boudicca) it shouldn't. Any other faux Greek concept art?
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256×256? Great! I like the one with the old colours best (the last one). This is disgusting, though: Please correct to Θεμιστοκλῆς or ΘΕΜΙΣΤΟΚΛΗΣ.
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None of the wall towers should have doors at the ground level: they were massive from foot to parapet (unlike outposts and forts, which were hollow, to save material and increase storage space). Stairs were external (as in Stronghold; too complicated for 0 A.D., though). [EDIT]: @Stan`, could those doors be removed from the athen/mace/spart wall towers? And also the lowest level windows from the cart, iber, ptol, sele wall towers? The others look fine.
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Let's assume unit A has an attack which inflicts 3 damage in 1 second, and unit B has an attack which inflicts 15 damage in 5 seconds. In 0 A.D. both attacks are equivalent, regardless of the target. That's not the case in the Age of Empires, however: against a target with 2 armour, A would inflict 60/1×(3-2)=60 damage per minute, B 60/5×(15-2)=156 damage per minute. Why would anyone want to have such a system?
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Here you go: D2582
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Why not set a generic icon in `template_unit_hero.xml` and remove the icons from all hero templates that use another hero's icon, so it's clearer which don't have a unique icon yet?
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@wowgetoffyourcellphone
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Attack ranges are from centre to edge, thus that means that if an unit with no base damage and only splash damage would attack a structure which has a footprint radius larger than the unit's splash radius, the structure won't be damaged by the unit's splash attack?
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Thanks for the clarification. Basically damage to an unit is 1 - (d/r)^2, with d the distance to the splash centre and r the splash radius? How does that work out for the total damage over the entire splash area? Also, only the unit centre matters, the footprint radius doesn't, right?
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Now suppose an unit is located at a distance of 5 from the point where the splash attack hits. How much damage would it take if the splash radius is 10? And how much if it's 7?
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If I recall correctly (@fatherbushido?), splash damage is spread out over the splash area, so a lower radius means the same total amount of damage is concentrated in a smaller area. From 10 to 7 means that the area is half as large, so units inside take double the damage (π*10^2 / π*7^2 = 2.04).
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Exactly! Though it can be useful for people attempting to “balance” the game (@borg-, @Stockfish, @ValihrAnt, @wowgetoffyourcellphone, etc.). Normalize them? Use a log? There are possibilities, though I'm not sure they'll make things clearer. The high and arbitrary numbers are at least the anount of attack damage required to destroy the entity.
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Thanks, that seems to solve the problem, though there is now too limited space on the panel to the left:
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Here you go: A24: ArmourHealthTooltipA24.zip A23: ArmourHealthTooltipA23.zip
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Since I'm evidently not the only one, I've decided to write a mod to display “armour-health equivalents” (i.e. the amount of damage they can take) instead of armour and health in the in-game tooltips: What I did was replace the A24 gui/common/tooltips.js getArmorTooltip function with: Do you think it is an improvement?
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You're completely right, I've now corrected it, thanks for pointing that out!