Deicide4u Posted yesterday at 16:13 Report Share Posted yesterday at 16:13 (edited) I proudly present my first game modification I've replaced the weird Hellenic infantry spearman portrait (found here) with a more aesthetically pleasing one (just a previous icon, really): Here is how it looks in-game: Now, let's see if I can replace that ugly old Barracks portrait. And maybe fix some bugs by backporting code to this version. EDIT: I've replaced the icons for both Barracks and the Roman Army Camp. Alpha 9 used Fortress portrait as a placeholder for the camp. EDIT2: Persian Barracks and stable portraits also backported. It's already much nicer to look at. Edited yesterday at 17:07 by Deicide4u Added more "fixes" 3 Quote Link to comment Share on other sites More sharing options...
Seleucids Posted 23 hours ago Report Share Posted 23 hours ago This is the current hoplite icon: I think it might be a good idea to use the same icon for the same unit type, irrespective of civ, to avoid confusion and decrease thinking time. Hoplites are not the same as spearman though. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 23 hours ago Author Report Share Posted 23 hours ago 23 minutes ago, Seleucids said: This is the current hoplite icon: Not applicable or appropriate for the Alpha 9 version, that I'm using. I'm doing incremental updates to an earlier Alpha. My first big plan is to backport healing by Priests, and any bug fixes possible. I've already removed the useless and legacy "Stamina" attribute. There was a blue bar next to health, now it's gone. Eventually, I hope to make a total conversion mod for this specific version, complete with custom AI and build orders. If you've ever played Praetorians RTS, that is something I have in mind. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 10 hours ago Author Report Share Posted 10 hours ago (edited) Update: Roman Army Camps can now train Marian Legionaries. I've restricted them to training only melee infantry and Siege Rams. I've also made a bunch of other "balance" changes. Looking now for a way to limit the population cap to a more manageable number. EDIT: Was an easy fix inside simulation/components/Player.js Edited 8 hours ago by Deicide4u Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Report Share Posted 2 hours ago (edited) And what about the gameplay? Are you going to use the counter system from the old alphas? I mean gsm play from the latest alphas + balances from alphas 10-23. Edited 2 hours ago by Classic-Burger 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 2 hours ago Author Report Share Posted 2 hours ago 5 minutes ago, Classic-Burger said: And what about the gameplay? It will be presented later, in a separate thread. 6 minutes ago, Classic-Burger said: Are you going to use the counter system from the old alphas? Yes. 6 minutes ago, Classic-Burger said: I mean gsm play from the latest alphas + balances from alphas 10-23. Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well. We'll see, I'll post details when most of it is ready. 1 Quote Link to comment Share on other sites More sharing options...
Classic-Burger Posted 2 hours ago Report Share Posted 2 hours ago 4 minutes ago, Deicide4u said: It will be presented later, in a separate thread. Yes. Gameplay will be different. Core part of it will be the lack of phases, as they don't really make sense to me in 0 A.D. The timeline is fixed, and the city development can be balanced differently. One example is with structure costs. Higher tier buildings will require much more resources to build. Most will have build limits, as well. We'll see, I'll post details when most of it is ready. I'm interested to see how the counter system works in older versions compared to the current one. I saw there that you made comments with old versions, I saw that there was a damage system by infantry charges. Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted 1 hour ago Author Report Share Posted 1 hour ago 28 minutes ago, Classic-Burger said: I'm interested to see how the counter system works in older versions compared to the current one. Due to janky animations, it is hardly noticeable. Units either die too quickly or are practically immune to attacks. Some balance changes need to be made to make it work as intended. For example, units died to siege very fast. That's why I made organic units almost invulnerable to crush attacks, as they are in recent alphas. Quote Link to comment Share on other sites More sharing options...
Obelix Posted 1 hour ago Report Share Posted 1 hour ago It's great seeing your progress-I wish you a good portion of endurance! Personally I never crossed the border to modding, only a bit towards development. 1 1 Quote Link to comment Share on other sites More sharing options...
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