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One of the less usable units at the moment, and rarely used. Basically it is: high cost and very slow cure. My proposal would be two changes. 1°: Now priests can healing in area, every 30 seconds, you can choose the area in which heals. Little area but fast heal, maybe 50 or 100 of life in 2 seconds. (Cant individual healing now, only aoe) 2°: You can build small medical centers in neutral territories. Healing works for all units near the center like church. Healing only works if you have priests inside. (max 5 priests, 0,5 hp per sec for one priests) These are my ideas, I would like the opinion, tnx2 points
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I like the idea of Priests converting enemies. How would this work though? How would the priest be able to convert an enemy without your other troops killing them and without the enemy killing your priest before conversion is complete? Priests could also be involved in researching tech in some way. This would make sense since historically, priests were the most educated people and some clergymen were the earliest scientists.2 points
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Yes, and remove this from them Ptolemies. Ptolemies should be a booming civ, not rushing civ.2 points
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2 points
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Shouldn't it be possible to do via techs though? I.e. you have to make the choice to research "Send embassy to x civ" and "Send embassy to y civ" techs before you can build the buildings, then they could have no limits for the amount of buildings.2 points
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Those are just suggested music titles. For "unique" thing to Kushites: Their pyramids. Full stop. Make these a defining characteristic of the civ somehow. Possibile features: Make building pyramids a prerequisute for phasing Make them integral to the economy somehow -- trickle? Maybe make each new pyramid add to the territory effect of buildings Each new pyramid can cost more than the last -- see DE cult statues for this Perhaps all of the above or a combination or something I haven't thought of. For integration into DE, all I would need is a cult statue object and I can do all the rest -- like the mercs for mercenary camps. Many of the merc camp mercs in DE are the vanilla "mercs" just repurposed to my feature. Others are all-new to plug gaps. Either way, in DE's merc camp feature it give access to troop types to all civs, just in different ways.2 points
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Cult statues require a new resource. As far as Terra Magna is concerned, it only hosts vanilla compatible mods, without changing core mechanics, incompatible with DE for sure with its glory resource, different templates, and expanded tech tree. Merging early with Terra Magna will prevent sloppy integration and ease updating between vanilla alpha versions, furthermore without the Terra Magna 'expansion' individual mods will get less traffic, and many people uninterested with the Kingdom of Kush will not be exposed through a shared interest with a Chinese or Mesoamerican mod. From a position as a creator of what are basically 4 mod civs, and as a vanilla artist, i will say unnecessary division absolutely will slow things down.2 points
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I would suggest Scythians, as a nomadic civ for cultural and gameplay pov1 point
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@balduin: I think it would be somewhat overkill to have a subforum for each civilization (for that handfull of topics that a civ would have). Some clear labeling fo the topics would be good though. We haven't thought about a fourth civ yet (I suppose it's somewhat unnecessary to know it at this point, considering that all three civs are not entirely finished), maybe some South East Asia would be fun? (as long it's a cool civ from a different area than what we have now...)1 point
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I think that balancing is the most important thing and it should come even before new features since determines the players preferences too. Player shouldn't be forced to pick those most popular civs because of their units strength, but civs should be picked because of their particularity in terms of gameplay (say no to skiritai, say yes to pikemen!!). Returning in to the topic, I think that healers are not worth their cost because 250 food is too much for those weak units. With weak I mean their overall attributes. Rank 3 healers are underrated because they heal pretty good but they techs are too expensive and rank 1 healers aren't much efficient, considering the fact that if their range is 20 mt for healing they will be very vulnerable to the enemy melee units. They could have increased healing rate and increased hp healed by changing the hp restored from absolute value to percentage in order to heal any unit in the same time, decreasing the effect of elephants and maybe giving priority to low hp % units. Converting units can be interesting. Only a priest at once can try to convert an unit by "locking" that unit to a position for tot seconds (something like 10 - 15 sec?) and doubled time for champions (maybe decreasable by a tech research in temple). Area effect priests would be probably too significant. I like the idea of the camp, since i proposed a similar stuff (Garrisoning priests in the tower could let them heal from the tower with an increased range letting them heal from a secure place). The particularity of the camp could be that those camps can heal aoe allies too, since temples don't heal ally units if not garrisoned. I'm still waiting to see that "Druid healings increase healed soldiers attack rate" for celtic tribes since it would be really cool1 point
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About priests researching tech, this could be hellenic and roman's priests special ailities following Lion.Kanzen's idea1 point
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I do agree that the vanilla Elephant Archers are strange indeed. They should be slower than other cav archer obviously (half as fast) and higher health (maybe double health, exact number is unimportant in alpha). It's an elephant, not a horse, make it unique some way. Just get it close for alpha, fine tune in beta. I like Lion's idea of making the priests have other abilities too. I'd make the abilities unlock with tech. Maybe use some old school tech names like "Fanaticism" for conversion.1 point
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The priest between factions must have differences between them I the Celt priests can attack. Egyptian (and may be Mauryan) can convert.1 point
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perhaps we could make the kushites the only civ that can build several less potent and more affordable wonders? otherwise we end up with a wonder vaccuum1 point
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I would have to agree with @wowgetoffyourcellphone, if I remember correctly that area is where the most pyramids in the world are to be found, so that would be really nice to both highlight (to teach people) and make them stand out from the other civilizations.1 point
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Only reducing their price won't change anything, because their influence is minimal, you can make them cost 50 food, even 1 food, I, and I think many other lobby players still won't make them because they just do nothing, it's a waste of micromanaging and a waste of population, most lobby players have more important thing to do.1 point
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Why do priests cost so much anyway? Try reducing their price and see if they are use more.1 point
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If they had area of effect ranged healing, that would be pretty neat, although priests acting as healers is a tad odd to begin with. I dont even think the engine can support that1 point
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I find that difficult on the auto-healing side. Which units should they auto-heal? They don't automatically choose the one in the middle. But your idea seems better applied to Hero Healers... just to make them more unique or something. Well, since we're talking about it: it's a pet peeve seeing units that "pray to treat wounds". It even got me asking, "How DID people treat wounds back then?". But I just brushed it off since classical RTS just uses priests instead of real medics or something. But, yeah. Make (non-Wololo) priests more useful in-game.1 point
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@balduin Depending on many factors, the development could take anywhere from several months, to several years. Our job is to try and get it done in a good time, without necessarily rushing it. That having said, most of the relevant and reliable visual references for the Kushites are already posted in the forum. With further follow up questions and research, we could definitely flesh out some more of the details, but a lot has already been linked. If LordGood continues to work even at half the speed he is know, we'll be sure to see major progress in the next months. Also, don't forget that most of the structures follow a certain template, within which the specific features of a civ are demonstrated. There are certain paramaters, to keep buildings recognizable, and in line with analogue buildings of other civs. It compromises historical accuracy to some extent, but it keeps the game playable. So some interpretation is unavoidable (even preferable), as long as it is within reasonable limits. There are also very few pop-culture references for these people, which I believe is actually a good thing, in terms of accurately depicting them. We won't fall for the trap of stereotyping them too much, because there aren't many stereotypes about the Kushites (most people only know them from written references). For example, the battering ram will be an interpretation of scant references. And many of the units are going to have to be historically reconstructed from what we know, although Total War modders have already done a great job at that (which means we don't need to stress too much about how units looked). I'll try to contact the department of history in the University of Khartoum, or some Nubian and Cushitic language experts to determine some realistic names for buildings and units. Furthermore, I have no objection to the Kushites being rolled into Terra Magna and Delenda Est. Seems like a logical choice… Also, I like cult statues, and something like the Iberian cult statue feature would fit well. Statues were a symbol of physical and spiritual power and wealth to the Kushites, and they would have fought fiercely to protect them. @balduin the chest of the lion on the left and middle, is decorated with stylised manes (or jewelry?) with a cartouche at the height of it's throat, inscribed with hieroglyphs probably mentioning who commissioned them, or which god they're dedicated to (or both).1 point
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Listen to Lordgood. Integrate now, if that is the decision. Also, cult statues can be eye candy objects for your mod if you want, but he's right, that they actually use a new 5th resource. So, if you want these civs to be as Vanilla-ish as possible, then true cult statue is out.1 point