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Showing content with the highest reputation on 2016-10-07 in all areas

  1. Are you sure your installation is fine? Sounds like the public.zip (the one containing all the game data) is unreadable.
    3 points
  2. As a healing ability, I think it is folly. As a attack boost make more sense. Think about a pre-battle sacrifice! It would most likely boost an earmy morale than heal them (if the omens are favorable, of course, lol, but I think a player ability would always be favorable; or else! we make it mildly random that it could be favorable 90% of the time but give slight 10% probably that it could be unfavorable, is interesting!).
    2 points
  3. I think I know what you mean under "certain amount of sheep"
    2 points
  4. Let's try to organize these topics via tags for a start: I marked both topics with the 'replays' tag and added the corresponding game versions into the topic titles. Tag search allows to browse all the replay topics now: https://wildfiregames.com/forum/index.php?/tags/replays/ , new replays can be posted either into a corresponding common topic ("[a20 replays] Post your replay here!!!" for a20; for a21 we will create a new one) or into separate topics following the same convention ("[a## replays] <some title>" + "replay" tag).
    1 point
  5. I didn't find a ticket for the corresponding match setup settings, but we have one for map-specific/Atlas configuration: http://trac.wildfiregames.com/ticket/1404. It's not completely implemented yet, but it's already possible to set starting/disabled technologies (including phases) in the map files, see example here: http://trac.wildfiregames.com/changeset/16444#file2 , so you at least can make a map (or a variation of existing one) to playtest this idea.
    1 point
  6. with 3 phases I dont see this useful yet.
    1 point
  7. Then today is my day of misundersanting
    1 point
  8. Day of suggestions, today? Here, mine, is the aim that in all game all strategies should be viable (rush, turtle, boom). In phase/tier 1, I thought about a RPS system: -Spearman could be the only unit available until phase 1.5, that in numbers are enough tankier to take CC and towers. -Cavalry skirmishers are good against them, but lose to structures. So spear infantry>towers/cc>skirmisher cav>spear infantry. Blacksmith allows tier 1.5 could be a strategic decision buildable in phase 1: to build them or make another barrack. -Unlocks infantry skirmishers, with good dps against infantry in general and against ranged cav. Shorter range than towers so they are good for raiding and defend, but not against defensive buildings. -Unlocks also cavalry swordsman, good against ranged infantry, slightly better than spear infantry against buildings. Could be soft-countered with skirmisher cavalry with hit&tactics. -Allows military techs in phase II *Swordman, slingers, and the other cav available in phase II or in tier 1.5? Romans and Iberians could be subvert this: Romans could train swordsman (Good against infantry and also better against buildings. Countered by well guarded or hit&run ranged infantry, and ranged infantry.) and Iberians skirmishers instead of spearman in phase I. You then you can try to rush with spears/cav skirmishers, turtle up with towers. At mid phase I you get 2 units that counter each other, being skirmisher a good defense unit but also support unit to rush. Or you can skip and go to phase II for better eco tech and better soldiers. The problem by design is that booming allows a good mass of soldiers that can defence. Making skirmishers less common in phase I would solve this without dropping c/s concept. Also barracks soldiers could start in advanced rank so choices between training them in CC or barracks have actual consequences. And also targeting them when raiding. CC could train only women and spear infantry and one limited explorer unit (cav skirmisher skin without javelins). Spearman trained there could go with milita status (can't rank and military upgrades doesn't affect them) Let's hope that some ideas help someone (either the base game or some mod)
    1 point
  9. @av93 Auras don't stack like that, and I meant more small walls giving larger walls a bonus and reciprocated, not giving themselves bonuses. So a wall maze would be strong, but an unwise spending of stone. Say two temples are built nearly on top of each other, the heal factor is the same as one, even where the auras overlap.
    1 point
  10. Then walls mazes maybe would be OP. Stacking auras could be limited? That would be a nice addition if not @fatherbushido for next alpha. I'm for a upgrade and also for a new model with reduced footprint, for a better placement. Also, I would prefer a reduced hitpoint bonus, instead of a triple HP but more expensive walls (if you can't build them, isn't a bonus) This could work for Sparta and Celt women. Altough Sparta women can attack, it would be a nice complement for them cause they don't have walls.
    1 point
  11. Does this mean Carthage gets to sacrifice babies?
    1 point
  12. I said you could discuss this in a new thread. So I have split this discussion into a new thread =)
    1 point
  13. Before capturing was introduced, these buildings lost health, not loyalty points.
    1 point
  14. Welcome to the forum and thank you for your offer People with 1 post are never made moderators on forums. The way this usually works is that when the team feels a need to recruit new moderators because they need help with the workload, they will send a private message to some forum members who they know well and that they feel might be up to the task. So, start contributing valuable posts, and you might eventually get there.
    1 point
  15. Better yet, make them a upgrade from regular houses, not just another actor variation. They would be perfect for this since they have same footprint. Either as a visual swap for the Home Gardens tech or as an 'Upgrade' you can do with individual houses. Good work LordGood.
    1 point
  16. Easiest way to do that now is to have the technology unlock when you have a certain amount of sheep
    1 point
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