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Everything posted by nifa
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Thanks for the feedback:) Gauls start with hunting deers and fishing, Romans start with gathering mostly wine. Both teams have an amount of rock and ore near their CC. Gauls have an advantage of wood. Gauls would have to break through the palisades first to attack, romans would have to defend it or start an attack in the forest. That's kind of the basic idea, and then it might develop. Though I have to admit I focused on terrain and landscape:D I used actors for dead trees, stones, decal etc to make it look like a dense forest, if that's what you are getting at? But this doesn't effect passability. It also looks nice after cutting the trees.
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Hey all, I made a scenario map about the Roman Limes (latin for border), more specific the Upper-Germanic and Raethian Limes. The Limes was a Roman border defence and controll system against celtic and germanic raids, consisting mostly of walls, moats, palisades, towers and military camps. The land in the middle of Europe was mostly covered in forests and swamps, what complicated warfare for the Romans. I hope you'll like it Overview (spoiler alert): some references: https://wildfiregames.com/forum/topic/35014-inspiration-for-map-creators/ https://en.wikipedia.org/wiki/Limes_(Roman_Empire) https://en.wikipedia.org/wiki/Limes_Germanicus https://en.wikipedia.org/wiki/Castra to add an ingame preview, copy this to \binaries\data\mods\public\art\textures\ui\session\icons\mappreview @Stan`, @wraitii hope you can give me a hand now to make the palisades and towers not lose capture points outside of the territory the_limes_2p.pmp the_limes_2p.xml
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thanks what about mole hills? Didn't find them as well. Of course I could just use texture but it's not the same
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I imagine it like having a contract with them, and if you can't pay they just leave. Also you should be able to fire them. I also remember a game where they turn against you and fight your own men when you don't pay, but I'm not sure weather i like that
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another option would be to make them free but introduce an upkeep cost of maybe 1f and 1m every second. I think that would come close to reality, since mercernaries were easy to hire but expensive to keep.
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Looks to me like the only thing he is famous for is losing to Alexander the Great, so maybe +20 speed when retreating?
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It makes a difference for units garrisoned in buildings e.g. in a Civic Center; attack, capture or retreat? But so far the shown number doesn't take into account multiple arrows. The CC shows 6 attack (12pierce/2sec), the sentry tower 4.5 (9/2sec), but the CC has 3 default errors while the sentry tower has only 1. So it should be 18 for the CC and 4.5 for the sentry tower. Also so far the numbers don't change with more units inside So the full Civic Center would have 23 arrows with 12 pierce every 2 sec, means 138. That's quite useful to know. It's another question if you should be able to see that for an opponent's CC or would need an upgrade ..
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About what stats to show: I like wratii's approach, merging the attack stats into one and showing the kind of attack (h/p/c) with an icon. I've been playing for some time now and still can't remember the stats. I'm playing just for fun, so it's a nice to have the approx strength of a unit with one glance. Displaying fire, poison and counter bonis is impossible, but that's the same for hero bonusses etc too. Therefor there is the viewpage. Maybe it's possible to add icons for those without the number, so you know there's something you might wanna look up. The only stats that I'm kind of missing are the gather rates. Also I like the idea to make it look familiar to players from other RTS games. What would you think about putting the command icons in a vertical column like that? Optional on the other side (Of course they need to be turned around, i just was too lazy :D)
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Sieht gut aus!
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I like it The icons are not really self-expressing, but I get it's WIP. The Attack stat is calculated like (Crush+hack+pierce):Interval right? I think it get's it wrong sometimes when there are multiple attack parameters The command icons are bigger now, but i guess it's because of the building menu. they should be more distinguished from each other
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the only thing the button does is giving the women the order to either "garrison" or "go back to work", right? So if you raise an alert and then manually send them back to work, the button would still be shown as "alert", so you'd have to click twice to raise an alert again. So it's not a state but an one-time order? I think it'd be better to keep two buttons tbh true
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Like one button with a changing icon? Though i think there might be cases where you would have to raise an alert two times without ending it, eg. if you ungarrison some units in between ah ok, so that's the reason for the red bell
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Is there a tree stump actor or entity in Atlas? I didn't see one, only found the flora/decal but nothing with a stump might be an idea for the art as well to have a stump left for some time after a tree is cut, similar to the rubble of a destroyed building since I didn't know the word myself, this is what i'm talking about:
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guess which on is raise an alert and which one ends it in the heat of the fight it's important to be fast, but so far they only differ in colour, what makes it hard to distingush. The sound is the same as well. I tend to wait for the tooltip to appear. I think adding a little cross to the "End Alert" bell might be helpful: the colour black is not good to see though
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Portraits for Ships and Water Objects
nifa replied to wowgetoffyourcellphone's topic in Art Development
I like the idea of having blue background for the water animals, I think there are actually six in the main game (Shark, Finnwhale, humpback whale, Tuna, and two more different types of fish). Though I think it might be difficult for the ships, since there a lot of different portraits without background.. Maybe we could take the dark blue like above for the ships and a light blue like from the fish icon for gaia animals -
thanks, nice work how would it look with a blue background like the fishs below? (btw I think the shark uses the fish icon as well)
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btw, is there a plan to add an icon for whales? So far they have the fish icon as well
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Ardennes Forest -> Hercynian Forest
nifa replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Ardennes Forest is way more specific while Hercynian Forest is just everything north of the alps and up to the carpathians in the East. It was all covered with coherent forests until the romans started the deforestation -
Would be nice to have buttons "next" and "previous" to jump to the stats of the next unit; instead of closing the window, selecting the next unit and opening the window again A button to change the unit's rank that is displayed would be awesome too
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Balance Testing mod -> get Excel inside your 0 A.D.
nifa replied to wraitii's topic in Game Modification
nice, a unit stats overview like this next to the structure tree and the civilization overview would be nice in the core game as well -
i think most convenient would be if the units just do whatever is faster, capture or destroy..
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hold ctrl or use the garrison button below the units icon
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5 Units in a batch need less training time than 1+1+1+1+1 units in most cases the number at the end of the map indicates the number of players. You can change their team in the dropdown menu. Also it is important to see anticipate the attack and to be ready. You can try playing with a revealed map, so you see when they are moving towards you. If you play with Fog of war, build a wood tower in the direction that you expect them to come from, garrison it with one soldier and research the technologies there. I think you already know, but basically you just need wood, food and houses at the beginning. Keep an eye on the population limit. Use women for berries and fields, calvary for hunting and soldiers for wood. Use the alarm ring in the civil center when you get attacked and don't forget to send them back to war afterwards. I think this wouldn't have much impact since you meet your opponents quite early into the game, nevertheless I agree that the Diplomacy system could use some inspiration
