
Grautvornix
Community Members-
Posts
384 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Grautvornix
-
Oh, and of courser not every stone quarry should offer an entrance to a cave system. It must be discovered. This might be an option to mine more stone over a longer period. In a typical game, stone appears to be a resource that is used in larger quantities mostly during build up.
-
The difficulity is of course the actual game mechanic: a building to walk on, not like a wall, not like a field. For sure not easy to implement, hence this might remain a dream. Ah - one more I remember from Settlers 5 that was fun: - tunnels/caves - you could discover and enter them, and then surface again on another place on the map (teleporting is a feature we have already iirc). Of course this works for both sides. To add more fun, the entry would be blocked by stone (a stone quarry). Once the stone is removed you have a secret passage to another part of the map. Watchout - it can also be used by your adversary if he discovers it!
-
If I may dream: Walls that protect against projectiles if behind a wall, except for "artillery" Abitlity to build a bridge (Settlers 5 had that) - this could preconfigured sites on the map where the path crossing a river or so is initially blocked (like a closed locked gate) but "somehow" indicating a bridge could be built here. Building a bridge basically means creating a building animation and when finished opening the path ("unlocking the gate") thus allowing crossing the bridge - similar to opening a gate in a wall or palisade. The mechanics must however be inverted: default closed for everyone. Only if the bridge exists the path is open - but for everyone. Interesting gameplay could be that you could destroy bridges as well thus closing the path again. Ability to build roads that have a speed aura for everyone following them. Adding water as a kind of resource - i.e. building a field in the desert does not make much sense unless you are close to an oasis (open water body) or build a well or fountain to get water from underground (romans of course build aquaeducts ). Crop yield could be low if no water with a limited lifetime of the field, and high if water is provided by a nearby source. For existing maps, the well house is the only possible source of water. For new maps, an area around water bodies (oasis, rivers, lakes, ponds...) could be defined that allows farming. On desert maps this could force players to fight for water access.
-
What are your favorite songs in 0 A.D.?
Grautvornix replied to ShadowOfHassen's topic in General Discussion
Let me split a hair here: While some Germans are already playing it, the game will have Germanic tribes, right? (OMG, what a bean counter I am!) -
Possibly a flooded meadow
-
Are you sure? II believe it may be available in the SVN version ahead of time.
-
-
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
From my point of view absolutely. The entire game should be paused while this dialog is open so that the user can read, understand and decide. Otherwise the dialog might remain open for some time as there is always action on the map. -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
My preference would a "next" button - just in case you are a bit distracted or it takes a bit longer to read, then you might miss that page. Also, if you introduce a preset timeout, there will be arguments both to reduce it and to increase it depending on whom you ask. Making that "next" a user decision avoids these discussions. -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
@VanthaVery well done! Thank you very much! -
How to attract more lobby players?
Grautvornix replied to king reza the great's topic in Introductions & Off-Topic Discussion
Alternatively, we might as well close this discussion... -
Mod Volatile Market. A more various simulation of market behavior.
Grautvornix replied to mod_3d's topic in Game Modification
This could be a great solution to this bug/exploit: -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
An issue may be to match the character and style of the text to that naming convention. If it was a "page", "item" or "point" then it would refer to more sober academic style, while naming it "epic","verse" or the like it would require a bit more stylish language. And that might need to be adapted to the respective subject and region, e.g. are we talking about something in ancient Greece or Rome, or in a Britannic, Indian, Persian or East Asian environment. -
Adding storylines to scenarios and campaigns
Grautvornix replied to Vantha's topic in Game Development & Technical Discussion
Some further possible names: Story Topic Page Subject Point Item Line Aspect Article Episode Saga Poem Epic (my favourite at the moment) Book (too large, but nice and short) An if you build it like the Iliad or an old Saga: Verse Line Saw that might be in ancient Greek στίχος (stichos) -
Just a thought: there is a mod "volatile market". Would that fix this?
-
...and that would be indeed a neat add-on indicating which CC is under attack ("Amphipolis is under attack by <Name of opponent>").
-
Just tested historical mod playing Spartans and they have a similar system with their Women, Helotes and CS: Women and champions can be trained in the CC while Helotes are trained only in a separate building. Champions cannot do anything except fighting (but they do it very well obviously ), Helotes can both gather and fight. Oh, and CS are trained in separate camps. Seems logical and diverse enough, at least for Sparta.
-
Maybe I am wrong, but basically the "two-gendered citizen" mod (in A26) was getting quite close (women and men as standard citizens able to gather resources, but had poor fighting abilities). The only change instead of just depicting male and female citizen with the same gather rates (high for food, low for everything else), would be to determine a gather rate for male citizen and a different one for female, right? The only difficulty is now to allow creating intentionally a number of males citizen with a certain gather efficiency and female citizen with a different rate. IIRC the "two-gendered citizen" mod just arbitrarily added two different avatars with the same properties.
-
mod CustomColors mod - replace default player colors
Grautvornix replied to Mentula's topic in Game Modification
That seems great now! thanks @ffm2 -
Could you try renaming the subfolder to just "delenda_est" i.e. without the checksum "-de4709eff..." and then move it up one step in hierarchy. (Or, possibly better, move all contents of the subfolder to the parent folder) Maybe there are too many folder levels.
-
Hi @sj113, for me (Win10, A27.1 and A27.0) DelendaEst works well. I have however placed the delenda est folder under documents>mygames>0ad>mods Could you try?
-
===[TASK]=== WONDER: Persians: Apadana of Darius
Grautvornix replied to Mythos_Ruler's topic in Official tasks
Wow! @Stan` That's beautiful!