Thorfinn the Shallow Minded

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Thorfinn the Shallow Minded last won the day on November 12 2015

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About Thorfinn the Shallow Minded

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    Skiing, sledding, eating, playing violin, piano, and trumpet; playing board games; reading history; making clay figures; painting; and drawing

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  1. The point I was making was about the way the Athenians wrote it, which was distinct. The undercase alphas in this inscription come from a different direction. Looking at other ones from Athens, this does not seem to be the only case.
  2. Good work on the Athenian shields. One point of criticism I would make is based on the fact that at least according to several sources on ancient Greek scripts, your alphas seem to be backwards. On notes for the slingers, you might want to have the muscles less defined from a texture standpoint since hypertrophy would not have been so much of an issue for people operating in that role.
  3. Limiting the number of units one can produce of a specific type is a bad choice. Units should have particular roles that make them able to be defeated by specific tactics or unit compositions. For instance, horse archers could be good at hit-and-run, but when fighting the more cost-effective foot missile soldiers, though they may win in some brief engagements, the cost would strain an opponents eco. Also, foot archers could have good range and decent damage, yet due to line of sight restrictions, they could not fight to their full potential without other units doing recon.
  4. That is the case.* As is, while some may argue that the game lacks diversity in the cultures represented, given the fact that the game is still in alpha phase and has not yet formed a coherent goal for how gameplay would function, I wouldn't be worried about the current blandness found in factions beyond their aesthetics. *Unless the team changes its mind.
  5. So in some respects this is a concept art concept art thread. : )
  6. I personally don't like the idea of slaves losing health over time. They could have a base low health and be able to be captured, but making them lose health would add unnecessary micromanagement akin to what is found with Age of Empires II with farm reseeding.
  7. True. Personally I feel a bit annoyed with the hunting and herding capabilities of cavalry. It would be more interesting to see them play scouting/harassment roles in the early game, but their potential has to be limited. If line-of-sight and movement would be reduced, they could probably play a more balanced role in-game.
  8. I would argue against these points. First, the Athenians had a civilisation. They spoke there own dialect of Greek and had a unique culture. For example their art styles with pottery, calendars, theatric traditions, and much more are their own. Furthermore, Sparta also had its own distinctly unique culture even though they were part of a broad, vague cultural subgroup of the Hellenes. Furthermore, Athens and Sparta did make empires of their own rights through leagues that were not just loose alliances but firmly controlled powers, and may I assure you that they were empires. Furthermore, in the context of Sparta, was an empire by definition when it had subjugated Messenia, an event long before the Persian Wars. Gauls also had empires. I would cite the Boii, a Gallic confederation as only one example.
  9. I would just like to say that I like the design document. It's a definite step forwards with a much more coherent vision than what is currently in place. There is one point I would make. The Stoa. It was a commercial hub. All said, is it bad that there are specialists trained there? No, but they shouldn't be usual to give off the impression that this is a training centre. Rather, they could have unique characteristics like a nearly instantaneous training time but paired with either a high cost or a hard cap to the number of units of them you could field. To make it seem less militaristic, it could have some of the higher tier economic upgrades available at it, making its construction signal either a harder, more invested military push or a strategy towards an economic boom.
  10. Good. I would say one thing about your assessment of 0 A.D., while I do not like the current state of citizen-soldiers, I do not find the concept itself bad. It simply needs to be better implemented. What could really make this game great is if there could be distinct changes apparent in the units with utility from the beginning stage to the later parts. It will be hard to make work, but it could be done.
  11. Personally, Civic Centres seem to make the barracks a bit redundant. Granted, CC's cost a lot more, are highly defensible, exert significant territorial control, and so forth, but should they actually train military units? Frankly, the idea seems a strange (should a citizen be equipped with weapons at what could be considered an administrative building?). What are your thoughts?
  12. I would have to agree. If catapults are purely for attacking buildings, they should be able to do a proper job of it and be distinct from rams.
  13. The problem with that system is the UI; it is hopelessly inefficient for RTS games, in which real time is important. The head set view does have potential, but controls would probably still be left to a mouse and keyboard.
  14. Serapis is a good choice for the Ptolemies, but also don't discount the important of Isis with the Isis Cult. If you are going with cults, the Mithra Cult was a huge thing in the Roman Empire, especially among soldiers. The Isis Cult also had a pretty huge hey-day, but that's up to you I suppose. Rune Stones would be inapplicable to the Britons since they did not right with runes, and most rune-like monuments come from the Megalithic Era. For the Gauls, you could have wicker-men be a basis for that.
  15. This seems embarrassing to ask, but I can't find a delete function for Atlas. Is there anything like that?