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Showing content with the highest reputation on 2016-01-21 in all areas

  1. Note that those stats might not be completely accurate since the split of the template files has assigned some translations by reviewers to someone else (eg Gallaecio is unlikely to translate to Indonesian; that might also be caused by using old translations that were used at some point, then the source string changed twice; another example would be Yves, who did not translate all of those strings transifex reports he did (quite a bunch of those were done by qwertz IIRC)). Still quite interesting stats!
    3 points
  2. Current top 10 translators for each language:
    1 point
  3. In Delenda Est, have tech called "Katoikia" that upgrade Military Colony to a Civic Center.
    1 point
  4. In simple terms, micro is all the small things you will do. Like moving your units, attacking specific units, Moving your farmers so they are closer to a specific building to increase food output, etc. So yes, the small things in life. Adversely Macro is basically grand strategy, technology, buildings etc. Anyway. If we're going to have a morale system, i would like it to be a very subtle thing. It should be modeled by group situation, not individual situation. So if they are mortally wounded, they won't care, but if all their friends die? Example: you have 100 units in formation, only, say, 20 will actually live long enough to surrender, if they are freshly trained. 15 veterans, 10 elites, and 5 champions. Math that out how you will, but i think that would be best. But it would naturally be more complicated, Elephants were used to maximum effect as a scaring tool, not a fighting tool. Most men are willing to fight a fair fight, but be crushed underfoot by a big beast? Not cool.
    1 point
  5. Hello there. You´re the best!!!! I´ve got!!! I´m happy. Thank you very much for your help!
    1 point
  6. How about hiding the faction of an opponent in the diplomacy menu until you discover the opponent. Rise of Nations did this, and it made putting computer on random fun, and scouting actually usefull, because you have to know who your opponent is before creating a suitable build.
    1 point
  7. Ability system is a planned feature right? I hope it will be added to the current workload and be included in the next alpha release. It can buff the current gameplay, specially at this period, where some of the long time players have started to become less contented with the game. During the past months, most of the topics that were discussed here was about, how to tweak the current gameplay, whether economically or gameplay combat mechanics.. I'm thinking of something similar to the ability system of Battle Realms and Warcraft (as what was also suggested in trac), units from both games became special because of the associated ability on them. Aside from counters, units can also be useful because of their ability. Some examples, -Auto-cast upon enemy detection or manual shield/defend ability (this is where the armor bonus becomes active) Battle ready animation should still be different from defend animation. (i.e. battle ready anim. is more like a taunting anim.) -Temporary invulnerability (for for frenzied fighters like naked warriors and berserkers) -Critical strike and stun bonus with downed or stunned animation (Makes combat even better, charge attacks may cause an enemy unit to fall down or become disoriented, also works well with animals like wolves or dogs -More unit conditions like, disease infected or burning or affected with cowardice (Just like in Warcraft where, an UI indicator displays a certain spell or condition which affects the unit) -Throwing weapons with a certain cool down period -Active ability battle cry (Can stack with passive attack/defense bonus)
    1 point
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