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soshanko

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Everything posted by soshanko

  1. colors don't feel alive! color combination can be updated. mini pics of soldiers are not clear enough! feels like low pixel image. finishing could be improved on almost every prospect. I wanna say they feels like dead not alive. color matching with the buildings basic color is seriously needed. as an example, Xiongnu huts need urgent color matching.
  2. slings throw rocks and historically a sling shot is more powerful than arrow bc sling rocks are heavier than arrow.so slings should damage more. if the enemy is not in proper formation. archers carry a bow and arrow container also sometimes a small shield, minimum armor, secondary weapon and helmets .So archers should be slower and cost heavy than slings. as a third point arrows needs a piece of metal for its head and also professional craftsmanship so the archers should be cost heavy. I would rather propose . a metal cost for archers(reduced wood to 30! and 10 metal!), . increased armor . secondary weapon to fight in mele combat.
  3. I have downloaded and checked the mod. The problem first came to my consideration is the look. Its really poor. Graphic works are very unprofessional compared to the main game factions. Need to focus on the graphic and do it more professionally. *sorry if this comment hurts anybody.
  4. great choice as a civ. will their nomadic life style implement in the game? like herding, shifting places etc.
  5. I know that servo. but cutting resources is logical. it will feel like real life thing. mostly the siege will be more meaningful. not just destroying buildings. when you get more and more similarity to real life, you get more real logic to continue playing.
  6. yeah support the isometric view. and if also a option to see more area 4x may be good for planning.
  7. yes this is most logical idea. a building for creating horses will be needed. soldiers can cost enough food for next 5/8/10 min and these extra min should be use as a stock. Because when the food resource is depleted, soldiers need to fight or work for next atleast 10 min. a research can be added to increase this food stock. also units could cost less regular food when the food stock is in a bad condition. although that can effect the health of units.
  8. a building or research could be added where player can produce weapons. player will create a certain amount of weapon for use. when the amount reduced the units will stop throwing. Reducing resource per volley could create a problem when a resource type is depleted. Also there will appear a new problem of units, I mean those units whose resource type is depleted. Then there should be a feature of re arming those units with another type of weapons. something like convert them to mele units with available weapon. Also good AI for auto fleeing to the safe place where they could be re armed. As a plus then there can grow up a need for new feature like creating unarmed male units. lol.
  9. may be the amount be reduced? 0.25 stone per sling shot?
  10. great idea. also slingers can cost 2 stone for each volley, archers can cost 2 wood 1 metal , skirmishers 2 wood, and also 5 food per min, per soldiers,
  11. Civ s with ranged Siege( bolt, Catapult) are far better than those civs that does not have ranged Siege. If a ranged siege player create a wall defence then 20 catapult/bolt and support them with 50/60 archer than its the end game for the civ that does not have any counter range siege. Balance must be done bc it gives a 100% superiority to the range siege civ player. I would like to suggest something that can be take into consideration. 1. there can be applied some kind of attrition. it can be applied considering the food stock and food gather rate in comparison with the unit number. units can consume food. 2. a refill system could be applied to all kind of range units. suppose after throwing a number of weapons they would need a refill. refill means res of that kind. as for now I just can think upto these two points . thanks.
  12. I thought I was talking about a faction for the main game. sorry. but I can also help with caliphates as I complete my B.S.S on Islamic history. Thanks.
  13. As every nation have not reached todays position with the same road, We need separate effort for describing each faction. So different ideas should be implemented for different faction. It also makes each faction unique and different. tnx.
  14. I think reading is the most effective way to know he Arabs. I Quoted a book name (seerat-un-nabi-ibn-hisham). And its not the only book. There are more. Also Arabs were very conscious about their linage so we can find a overall overview on this Faction. I also can propose an Idea of knowing through a scholar who is well known about the clans and tribes of Arabian peninsula. And for visual aspect we can take ideas from films that were set on that timeline. Thanks
  15. I actually talked about Arabs not about Umayyad empire. I am talking about a faction or a nation not about empires that included so many nations it could occupy. may be that's the point. thanks. but you are free to go as you want.
  16. yeah logic should be applied. But there is a difference if the dynasties are totally different as ethnicity . I think most of the Arabs are almost from the same ethnicity. like kahtani and ismailiah. these two sub linage is also reative frome very beginning of them. but for the Chinese these dynasties are almost totally different. as the jins were almost the people of the korea or north china. I would say China have many different faction on its area. But the Arabs are only two linage as I mentioned before and they are relative from very early period. So all different clans and kingdoms of Arabs can be presented as a Single nation. sorry for the edit. Thanks.
  17. I am talking about an combined effort to make the Arabian faction. So if the kingdom of Sheba, ghassanids, lakhmids, yemenise, ghatafan, kuraish and many more could be combined to represent the Arabian faction, that can be a true approach to the Arabian faction. And also I think the game has kept religion out of the main focus mainly the religions of this date. So it might be good if the Arabian faction cover the entirety of the Arabian peninsula. just this is the point. The book called seeratun-nabi-ibn-hashim or books like this that talks about the pre-Islamic time period can be a good resource for a greater research. thanks.
  18. I support the IDEA of adding arabs as a faction. but needed to research pre Islamic arabs first like the lakhmids and the ghassanids.
  19. with number and kind of units you can know which unit to use and where. it can be very helpful during fight going on. if you know what type of unit doing what then you can set them to more appropriate resource and that can increase your gathering rate. most importantly various kind of units gather verily. its right that it will be changing time to time and that's why we need the stats. thanks for having an interest though.
  20. I would like to propose a button to see the ECO stats. like how many units are working on food, wood, metal, stone etc. There can be other things like idlers count, gather rate etc. I think it will help much during gameplay. Basically in rise of nations (an famous RTS game) there is a button for it by clicking on that you can see a brief stat of your economy. In brief I will propose some option that can show: 1. number of units working on different resources including how many man and women and cav unit in which kind of resource.. 2. the number of idle units including how many man and women and cav. 3. the gather rate of each resource. note: for clarification kind of units needed because different kind of units collect different amount of resource (difference in man and women gather rate). and also the gather rate of resources because walk distance influences the gather rate.
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