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Showing content with the highest reputation on 2015-03-18 in all areas
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5 points
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With the new meshes, I made some additional prop-points to give a solution to it. However, instead of "undressing" or getting rid of the gear when carrying resources or gathering them, they will have their shields on their backs, and the weapons on their hip. It's not realistic from the point of view that nobody would carry all that weight while doing hard work, but from gameplay perspective it would be much easier to discern which type of unit is working when you need to select your troops to fight in an emergency. It's also more realistic in the way that the props don't "dissapear" when they are performing those tasks.5 points
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It's the called "black marble wall" found in several important carth structures of the era which represented high status and wealth. Nah, just kidding, thanks for pointing it out av93. Thankfully its an easy fix, I'll take a look at it when I get home4 points
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3 points
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A screenshot with beautiful water. It is taken from an upcoming Millennium A.D. showcasing skirmish map (made by Skhorn and edited by me).3 points
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Hey guys, It might seems very early for suggestions but actually I already played a lot Alpha 18 (or SVN before release), all my suggestions are based on real games and not just testing 10 units A vs 10 units B. And because these are not trivial suggestions, I thought the sooner the better. Ranged units: Ranged units are dealing too much damage and are the core of every army in Alpha 18. The core of an army should be melee infantry for more realism. Therefore I suggest a diminution of damage for all the ranged units. (Maybe not for skirmisher) Archers (infantry or cavalry): Archers shouldn’t outrange towers and CC. Even if I know that they do only a few damage to buildings, I can assure you that in game, these outreaching archers are too strong. Mauryans Sword Infantry Champions: These guys are just OP ^^, both damage and armor are too high. Sword cavalry: In Alpha 17, they dealt too much damage on building, on Alpha 18, they don’t do enough. Flanking an unprotected village/city with sword cavalry should be part of the gameplay. In Alpha 17, even with a good defense you couldn’t deal with a good sword cavalry harass but on Alpha 18, we have no way to flank cities (sneaky elephants are not working, I tried ). It is also realistic to have an unprotected village destroyed by a cavalry attack. However we need to find a balance, if a city is well protected, these sword cavalry should get wrecked fast (so probably a very weak pierce armor should do the trick). In Alpha 18, expansion became very important, that mean that you soon have two cities to protect. But because sword cavalry are not a threat, you can go all the game with an unprotected main city and be fine. In this current “metagame” where expansions are the key, adding the possibility to flank the main city would be awesome for the gameplay. Mario’s suggestion: We kind of disagree on that point but I’ll explain his suggestion: #Sword cav should be like slingers, they should have a bonus to buildings but still be able to deal with units and therefore should have a good pierce armor.# So we both agree on the fact that sword cav should deal damage to building but we disagree on the armor (I suggest a low pierce armor) So I’m gonna try to explain why I don’t agree with my buddy Mario. Let’s take an example, your enemy expands middle map, invest his stone in towers near his expand leaving his main base not protected with towers. You decide to harass his main base with 15 sword cavalry and found a dropsite with a few houses around with 15 women gathering wood. This is an unprotected area, your sword cav should be able to kill the women + the dropsite + the houses around if no reaction from your opponent. For this Mario and I agree I think. Now, same situation but your enemy didn’t use all his stone to protect his expand but also put a tower with archers inside near the dropsite, and 3 spearman gathering wood with the women. This is, imo a well-protected area against harass. So if sword cavalry have low pierce armor they get wrecked by the tower and this is good imo. If they have a good pierce armor, they can out micro the spearman, take down the tower (I still consider that sword cav have decent damage vs buildings) and still be OK I think the thing is, Mario wants Sword cav to be able to kill archers on the ground, I want sword cav to be killed by a tower and because towers and archers on the ground deals the same kind of damage, we can’t have both. It’s up to you Scythe Spear cavalry: Imo, Sword cavalry should be the “city flanking” unit. Spear cavalry however should be the “army flanking” unit. After diminution of ranged damage, they might become OK. If not I think the 3.5s rate of attack is too slow. The Spear cav should have a good pierce armor. Melee Infantry: A “charge” feature in order to chase ranged units would be awesome. Catapult: They should deal more damage or have a better armour. Fortress: The limit should be 3 or 5 (Basically, one for offense, one for expanding territory, one for defense). With this, the positioning becomes really important. This is a very personal opinion though. About Rushing win vs booming win vs turtling win vs rushing: Awesome job there Scythe Mario’s suggestion: We could push this further by having women training time lowered but weaker women; then countering booming with a rush would be really efficient but letting someone booming without any harass would make you fall behind quickly. The gameplay in Alpha 18 is really really good but I think we can improve it by having a core of armies made of melee infantry, ranged units who will support the core, a way to flank an unprotected city (with sword cavalry) and a good flanking unit during battle (spear cavalry). Sorry for the long post, Thanks for reading, Alex2 points
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Merged ideas into http://wildfiregames.com/forum/index.php?showtopic=197362 points
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1_ how can something be OP if accessible to all civs in the same manner? 2_ i dont train women with houses, becouse from houses a woman takes 30 seconds to train (versus 8 seconds in the cc). I prefer investing the resources of the tech in better things, and i dont usually spam women age 2, i spam men. i dont personally understand this comment. Recruiting time for women should imo be the lowest possible (wich doesnt need to be much lower than 8 seconds maybe) in terms of playability. Their training time has already been lowered to 8 seconds, result being a more varied approach to early game you can have, you can chose a safe approach to early game, with early men and less women, and hit 130 pop at min 10 with 50 women. Or you can do more women( wich is risky, but still too hard to punish imo), hitting 160 pop at 10 min with about 80 women( you start spawning men very late with this approach, so a rush at about 7 mins would be deadly) Now, if women and men have same training time, the choice is easy, make men. The more the gap between women and men training time, the funnier, varied and important the early game, the more the strategies and also the harder the macro wich is very important too, increasing the learning curve might result in highlight creativity and create more and more playstyles. Lowering women health goes hand in hand with this idea. This is something that could be also easily tested in the balance branch too i think, and i'd be personally happy to do it.2 points
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Hmm, so with culture attribute I imagine some possibility. Can List them in dropmenu by culture, like this: Random All Celts Britons Gauls Egyptians Ptolemies Hellenes Athenians Macedonians Spartans Iberians Iberians Indians Mauryans Italians Romans (Republicans) Persians Achaemenids Punics Carthaginians Successors Macedonians Ptolemies Seleucids Can choose from the list. Now imagine player can also have choice to choose "Hellenes" and that random the civ for that player only Athenian, Macks, or Spartans. Choose "Successor" from list to random Macks, Ptolemies, or Seleucid. As you can see, like s0600204 say, culture can be array in json to allow civ to be place in more than one culture. Later, with mod and sequels, more civs can be added in existing culure or more cultures added dynamic from json. My super awesome amazing imagination list 10 yrs from now (llmao):2 points
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I saw this crazy GDC 2015 video today on the art assets in UE4: Starts exactly at 15min Photo scanned, and semi.-automatic de-lighting/shadowing to obtain the raw diffuse color. Clever stuff.2 points
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1 point
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We got a name suggestion via email, so I thought I'd start up this topic already1 point
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I might be useful to have a few criteria for when the game actually IS balanced. Looking back the forum's archive one might get the impression it never happened or that goal is kinda unachievable. Picking two random aspects and stating 'not balanced' is useful to point out rather huge issues. But somewhere there is a threshold balancing has to stop, because it's done, at least for a given template space. Otherwise the result is overshooting and starting over and over again. Regarding this release the rams caught me off guard and I'm looking for a counter strategy. Maybe all what's needed is a list saying: If you feel X is overpowered - try Z.1 point
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1 point
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yeah, the Syracusans could be a very technology-driven faction1 point
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1 point
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Nice, i can play now! Thanks for your support and for making this cool game :-)1 point
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Sword cav is fine, IMO. No, it's BEYOND Fine. It's job, is to chase down skirmcav. though.. If you CAN manage to get 50 sword cav chopping at your enemies civ center, you deserve to kill it. Also, women ALREADY TRAIN FASTER. they are at 8 seconds, to most infantries 10.1 point
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I know this thread was last replied to 6 years ago, but I just wanna point something out. The stuff that Anthony said is interesting, because at first it seems too unbelievable to be true, but if you start to research the Celts deeply, you'll find all of his information is backed up.1 point
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When in texture paint mode, you can shift-click on a texture and that texture will be automatically assigned to your paint brush.1 point
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That head movement. Remembers me of this Which reference did you use to make the animation? The references I've found shows the boar moving like this: rear left - front left - rear right - front right instead of opposite back/front legs at the same time, which looks weird/cartoony. Not two legs make a front step at the same time. Also at the end of the loop, you can detect the interpolation line to "ease out" making the motion to lower its speed before starting again.. Here's an example, notice the order of the feet in the steps:1 point
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Nice work, I like the variation Less clones there are in the game, the more real it looks.1 point
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Please, when designing these interfaces keep in mind mods that might add civilizations and factions. For example, try to design an interface that would work with 20 civilizations with 3 factions each, with some of those civilizations having instead o 3 just 1 faction, and others having 10 or more factions. The interface should be able to handle such a case. Some suggestions with this in mind: Get rid of the buttons on the left-hand side. Instead, organize the list of factions by civilization (like in http://www.kde.org/announcements/4.0/screenshots/dolphin-groups.jpg) and allow to chose a civilization. Clicking a civilization header selects all the factions of that civilization.Use smaller icons (like in http://icrontic.com/uploads/features/2013/08/WorldMap.png , maybe without text as well since we have the informative right-hand sidebar).When more than one faction is selected, add a message somewhere that explains that, when the game starts, a factions will be randomly chosen from the selected factions. This flexibility, being able to choose any set of factions regardless of the civilization to randomly get one of them, would be awesome, and you could still do it on a civilization basis as explained. Replace the Random All button with a Select All button on top of the list of factions.The informative panel shouw show information about the faction that you are currently hovering, or the last faction that you were hovering if your are not hovering any faction at all.We would need a cool vertical scrollbar when the list of factions does not fit the screen.1 point