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    • I was just playing Spartans with you mod, and I got this
    • I am not the greatest at art or model design (unless we want a stick figure civilization ). Is there an art guy on the forum that we could ask?
    • The biggest problem for me with adding new civs is I have zero art skills, so we would just be using the same actors/portraits as other civs and rename them.  We could use some AI... but I actually think there are a decent amount of civs in the base game. Sythians are already in as mercs, but just their archers.... Maybe created some merc horse units?  Where they employed, allies of any of the current civs. Similarly the Thracians are in as merc.   I have heard/read about the Sarmatians a little.   We could potentially start with one, that overlaps the least with currenty civs/territories. But again the artwork will be problematic.  Unless you are an OP graphics artist
    • How about more ideas of civilizations? I did a search of lesser known civilizations and this is what it said: Garamantes: Desert dwellers of North Africa known for advanced irrigation systems in the Sahara.  Nabataeans: Masters of desert trade who constructed the rock-cut city of Petra.  Illyrians: Balkan raiders who successfully resisted Greek and later Roman expansion.  Scythians: Powerful nomadic horsemen dominating the Black Sea and Eurasian steppes.  Sarmatians: A later wave of horse-riding nomads on the Eurasian steppe.  Thracians: Skilled metalworkers and warriors from the Balkans.  Bactrians: Traders on the Silk Road located in modern-day Afghanistan.  Arameans: Nomadic conquerors who spread the Aramaic language and culture across the Near East.   
    • Some time ago I posted 20 points with: Now I've compiled another 20 points of maybe not so trivial (or even controversial ) things, some that have been discussed around. Maybe the first two have already been discussed and decided, since I was surprised when I came across them: 21) Free repair seems too simplistic. Maybe for HP below 50% it should cost 50% of resources. That way, by not letting it go below 50% repairs would be free, and repairing an almost destroyed building would take around 25% of its total cost. Or something along those lines. 22) Same with fields giving infinite food. I’d give them a small food cost (the seeds), maybe wood cost (the tools), and the time it takes to sow again would seem important. They could be set on automatic sowing. I think their allowed superposition maybe should be removed (if there's no penalty for that already). I'm not sure if there are fertility considerations with terrain and weather already. 23) When ending an alert, everyone should return to what they were doing. My farmers end up chopping wood often. 24) Land workers should be able to fish near the coast, and hunting seems a bit too easy, prey barely escapes and predators are slow and weak. I would make the fauna a bit more dynamic in general. 25) Dead animals should slowly rot. Lately there was a post about this, and resource regeneration. It would be a nice addition, the same with growing trees or berries. Overexploitation or sustainability would then become part of the gameplay. 26) Units seem to go through each other, most noticeable with ships, which doesn't seem very nice. 27) Showing 2 charts in the Summary seems a bit arbitrary. Maybe one could choose how many rows and columns of charts to see (at most a couple of rows and 3 or 4 columns), including 1x1. Could choosing the time interval be implemented? 28) Regarding the charts, it seemed to me that an “at any time” option was missing when counting numbers of units, structures, etc. Then “population” would be redundant with “units” “at any time” and could be removed. 29) Maybe a complete interactive tech tree from where one can decide and perform research would be nice, one wouldn’t have to go through each and every building (maybe some are just into that). 30) Ships should have a button and indicator to dock or beach them so for sure troops would be able to (un)garrison (which should happen gradually, faster near a port, maybe only for certain big units). 31) Often threaded paths could show wear, creating roads that make movement a little bit faster. Paths on a field should make it less efficient. 32) Units reaching full experience when garrisoned cheapens experience. Training and battle experience should be quite different. Either there should be a cap for experience learned through garrisoning, or they could garrison only to learn proper complex formations (or abilities, if introduced at some point). 33) Battle mode: this has been asked and it’s a good idea for both SP and MP. There could be scenarios reproducing famous battles. Also, after setting resource values, players could make up an army spending them. Then each places their army, and goes to battle. 34) After winning, don’t keep repeating the short victory music over and over. Maybe some people want to continue playing to check some things, but the music gets too repetitive after a bit. 35) Portraits in the panel of multiple units of a single unit type should do much more. I double click them and nothing happens, the view should center on the selection (something I haven’t been able to do when having more than one unit selected). And why not, the icons could be expanded on a per unit portrait (don’t be afraid of sidebars), where their individual info could be displayed when hovering over them (a small HP bar would be helpful). 36) Siege units should be capturable, but one could only move them (no attack) until an arsenal is built for the first time. I still think that they, together with ships and buildings, should have an inbuilt base garrison acting both as capture resistance and turn around limiter. 37) As has been mentioned lately: night, day, seasons, weather and natural phenomena. Empire Earth had the later ones, but caused by the priests, which I didn’t like. They should be random events. 38) Stealth, for spying, ambushes, and to make use of the night. Important as possible abilities of certain units or possible scenarios like the Battle of Lake Trasimene. 39) Better to use interesting historical names, like "Kripteia" and "Agoge", instead of things like "Unlock Neodamodeis". 40) Better to use technologies actually developed at the time of the game (500 BC - 1 BC), instead of generic things that have existed for thousands of years. Regarding the last 2 points, along with other things, I’ve been preparing a post about the Spartans.
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