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Posts
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Posts posted by SMST
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Your plea has not gone unnoticed.
Nice, thank you.
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Plus, these places cry "mod a civilisation for me!" like nothing else.
I still want a proper forestfloor terrain for the Mediterranean tileset and the two old greek cliff textures back, though.
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There should be some option to set the style of AI (offensive/defensive, etc.) when setting up a game eventually. It seems to me that JuBot has been more agressive in past versions, but that might just be coincidence.
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Would the star only appear when the hero is selected?
Wouldn't make that much sense, because the use of those effects is normally for heroes to stand out better from the masses of the lesser soldiers.
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It's player color and black.
Ah.
And about that charcoal player color you have?
Kidding. But seriously, I don't see the need to step away from the established look. Seems I am the only one, though.
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It's just an additional little feature that adds to unit recognition.
What color turns the red player's health bar to if one of his units is damaged?
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Meh, I like some things, but Player Color Health Bars? Really? What would it add to the game that Player Color on units doesn't already do?
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And I'm not sure what the other three factions would be in such a situation.
Mayans and Axumites would be proper choices.
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You, sir, have a gift from Hephaistos, god of craftsmen and artists.
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Most likely there is going to be no night/day cycle, since a season cycle is planned and having both at the same time would be weird. (unless we had realistic amounts of days until the cycle progresses to the next season, but it would take forever then to see a change in season, so most likely no)
You can already simulate several times of the day through the sun tool in the Atlas editor, but there is no cycle.
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I have to admit, I didn't really think about ammo reloading. Maybe ammo would just regenerate over time if the unit is idle or something.
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Is there going to be some "ammunition" for special attacks?
I'd like it if it'd be there, because the ranged attacks should be an extra and not really the defining characteristic of a Super Unit. They should be predominantely melee, with the ranged component as a cool extra feature.
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Do you accept videos with ugly Fraps watermark? That would be all I could do in that area.^^
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"SMST" is an acronym, consisting out of the first two letters of my modding team's name "SMaragd STudios". "Smaragd" means emerald in German, hence my avatar.
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The Jubot AI is awesome. It gives so much to the game that it is now actually playable for good. It even managed to impress one of my friends who thought this project would never come to a playable release.
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I think there could maybe a special game mode in the options that "simplifies" the game. (similar to friend and foe colors) In which the units could be given a generic name substitute instead of the ethnic name. A Peltastes Thrakikos would be a "Thracian Peltast" or a Gaesata would be a "Celtic Spearman". This might be something to consider, as I personally see the use of ethnic names in general as a two-edged sword: whilst it gives truly historical flavor to the game, it may also confuse people. (I, for myself, am fairly familiar with anything Latin, Greek or Spanish, but I frown upon the names of the Persian or Carthaginian units.)
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The question is not if there is still interest, the question is if there is yet interest. I'm pretty sure the modding community will grow as the game makes progress.
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Michael's got it.
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Alright. This is very very helpful. Perhaps we will have an updated Celt "temple" for Alpha V. We've always had trouble with the Celt temple. Initially we were going to make it a stand of trees (which is kind of silly to "construct"), then we made it a stone henge, which is 2000 years out of date.
I really hope you keep the Stonehenge for editor purpose, though.
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Well mondtanz, although the game is not incredibly realistic, this is an real time strategy game, not a real time tactical game. I agree with you on most of your points, and if I were to make a computer game, I think that it would have hundreds of complications like taxes and advanced communication systems.
Heh. You speak my mind exactly.
RoN had a pretty nice supply system, which wasn't too complicated. Basically, the player could build supply wagons, which reduced the damage that units took in enemy territory. Something that could be considered. (Not for the main game, mind you, it wouldn't really fit there, but for a mod perhaps.)
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I'd kinda like the Ex-Towncentre for a temple.
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Why did you actually introduce circular maps in the first place?
(They look so incredibly wrong. No offense, but I really don't like them.)
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You can rotate the camera with the keys "q" and "e".
Also, you can zoom in and out with the mousewheel or the +/- -keys.
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The Carthaginians get an Iberian Mercenary for that class.
Which is why I asked, now that the Iberian Javelinist is moved to the Iberians. (It is the same unit, given the texture names and all)
Not sure. The easiest thing would be to just keep the Carth javelinist as-is, and just tweak it so that it's slightly different than the Iberian version. Unless someone comes up with something better of course.
My attempt would be to have a Cavalry Javelinist for the Iberians to get the flaming javelin ability and leaving the Infantry Javelinist with the Carthaginians.
(And if you can move the Iberian Javelinist to its faction of origin, you can also move the Celtic Swordsman to his respective faction.)
I made an attempt to create an Iberian Cavalry Javelinist some time ago, along with Celtic Slingers. Image attached.
Suggestions for 0 A.D.
in Gameplay Discussion
Posted
Priests or Temples (will eventually) heal units, I don't think there is something like self healing.