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"The point of my posts is not to have a lot of techs, but to make things more historically accurate and interesting, so people that are attracted to that (which I think should be one of the magnets of the game) get more pleased and curious than when reading generic or anachronical names." This is what Classical Warfare AEA is trying to accomplish!
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@Deicide4u Well, I'm not really adding techs, now for Spartans I'm mostly renaming and removing, and adding a very few to compensate, I think they'd even end with less techs than they have right now. I’m also kind of overshooting with ideas, so there’s somewhere to take from if needed. The point of my posts is not to have a lot of techs, but to make things more historically accurate and interesting, so people that are attracted to that (which I think should be one of the magnets of the game) get more pleased and curious than when reading generic or anachronical names. Regarding a “small number of generic techs and from there build upon each civ's strengths”, I agree in the sense that it would be too confusing to have tech trees that are too different between civs, but that’s not my intention. Hopefully when reviewing other civs the tech tree will converge to something common with a few differences, although many want to differentiate civs even more, to which I agree, as long as it's not confusing. On the other hand, maybe having a lot of techs could allow for civs to be played in a few different ways (and aiming at getting most techs would be a mistake, at least competitively), and also, under certain limits, would be good SP content (which I see as vital to grow the game).
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I agree and disagree I think we need to choose technologies wisely, something I sometimes have a hard time doing with Classical Warfare AEA. But related to Techs being too expensive.... you can lower the cost to make them a little move viable and then it's a little more choose your own adventure/put a unique twist with your build.
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@Thalatta The game doesn't need too many technologies. Only a small number of generic techs, and from there build upon each civ's strengths. Technologies give an illusion of choice, and often give bonuses that should've been there by default, or not at all. Examples are the two techs for towers for greater range and more default arrows. They are also too expensive to be viable during the period of the game when towers matter. The attention of the player needs to be elsewhere, on the training of troops and construction of production structures.
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