Jump to content

maroder

WFG Programming Team
  • Posts

    780
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by maroder

  1. Indeed, they could be a little bit more impressive.
  2. From my limited understanding it is better to have one big texture file, because in some cases (based on the render implementation) it decreases the performance if you draw a texture from one file and then switch to another. But maybe @vladislavbelovknows more about that?
  3. I do support the idea of all units being bribable and I also like the idea of escalating cost to do so. So if you really want to know if your opponent is going for a rush, you can invest your 50 starting metal in a bribe and see what he's up to. But then you have to delay the first woodcutting upgrade. The next time you want to get intel, it costs 100 ect. ect. But I also see the problem, that once you invest let's say 800 metal, you are very disappointed when you bribe a unit just to find out that the position of your opponents cc has not changed. Maybe that just needs to be tested in game, to see if it is enough of a improvement.
  4. You never know, maybe this time they put the farms in front of the battlefield. But jokes aside, that's a good point. An interesting video relevant to this topic: To make it short: randomness in map generation is good, because it helps with replayability, but randomness as in loot boxes or in this case bribing units is bad, because you can get screwed hard.
  5. D: You can bribe all units in all phases, because everyone has a price but make it so expensive it will only be used few times in late game
  6. indeed, the cost alone should prevent it from being used too often.
  7. Yes something along those lines, maybe a little bit more tech focused. Like a big increase in formation attack for Romans or reduced cost for Persian cav. And yes that would be quite special, but it would give room for differentiation. But anyways i like your idea also.
  8. The whole game is a race of who can produce more units faster and can advance quicker. And it may be balanced by messages eg: and longer build times, so you have the chance to counterattack.
  9. Could you elaborate more? If some wonders are bigger than others, could we not just unify the footprint?
  10. either that, or a specific one for each civ. That would give room for differentiation. Additional gameplay bonus: You need to scout more even in the late game and if you see your opponent is building a wonder you need to go for a big push to prevent it. So it would add a new dimension to the usual fighting.
  11. From the name "wonder" one normally expects more than just a little pop bonus. So some extra technologies that really boost your game once you have the resources to build a them seem like a good idea to me.
  12. @fatherbushidoyour post is restricted "Sorry, we can't show this content because you do not have permission to see it. " I like the idea. Because why is there a training time for mercenaries in the first place? You hire them and they should be ready. So from a logical standpoint, the don't need any training time.
  13. I voted for on/off, because of ease of use during a game and the mentioned inconsistency of corpses disappearing at different intervals. But that is really just my personal preference and it was a close call. So from my point of view a slider option is also good, as long as there is the option to set it to 0. And i do feel like most people who voted for on/off could live with the slider option when you can set it to 0. I dont think the opinion is on/off or don't implement the feature, it more like on/off is preferred, but as long as it is included it is a step forward.
  14. works without problems for me. Even the translation into german is correct. The only thing i am noticing is that in the pictures of the units, the color of their faces not always match the rest of their skin tone. The face of the Athenian women (first picture) looks very pale for example or the face of the Iberian? man (third picture) is very dark, compared to the rest of the model.
  15. Option 3: 1 game. All vs all. Last man standing.
  16. autociv is not yet compatible with a24, therefore there are no building hotkeys at the moment.
  17. From what i know, it should create this subfolder: " Each mod is contained within its own folder, which should have the same name as the mod. Thus, a mod named my_awesome_mod would be placed in the folder ./0ad/mods/my_awesome_mod/. " https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods
  18. Stans mod package made it work. And i quite like the metal shine.
  19. No problem. But that should demonstrate why not more people test your shader
  20. Windows doesn't let you change files in compressed folders, therefore you have to decompress it beforehand. And something along that process broke the game for me. So in theory it should work but its not really "drag and drop".
  21. As someone who cannot play multiplayer, due to bad internet connection, i can confirm that. Normally i play vs one or two AIs and i am very happy with a24. The graphics looks much better, there is building snapping and the balance feels more balanced (I can now win with the Kushites). And i don't experience much lag, since there are only three player. Good to hear. But i think it should be kind of an "official" mod to get many people to try it / find out about it.
  22. Thanks for the tip Stan. Nevertheless, i tried as you suggested, but now i cant start the game anymore. It takes me directly to the mod selection, and if i click on "start mods" (public is the only one in there), it closes for a moment and then reopens the mod selection again. I probably did something wrong during the process, but i wont bother fixing it and i will just reinstall the game. Take home message: It easier if you provide screenshots and videos instead of investing the time to tell people how to incooperate your patch.
×
×
  • Create New...