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Showing content with the highest reputation on 2020-02-20 in all areas

  1. Fairies of Tarm incoming, probably the most non-standard faction in the game to date, with everything from player shifting Seasons to self-building-buildings and no workers. Check out the details below:
    4 points
  2. I allready love this faction
    2 points
  3. @wowgetoffyourcellphone @Nescio I have a few questions about how you would like quick visual identification of the units. What do you think about the shield shape evolving according to the experience (basic, advanced, elite)? Initially I made suggestion with the shape changing accordingly but I think now it is not necessarily a good idea. I am thinking to propose something more restrictive on the shield shape for each unit. For example a Gallic Spearman using only oval and tall shields, Gallic Skirmisher using only square and medium shields and Gallic Swordsman using hexagonal and tall shields. Maybe we could simply use shield bosses, capes, helmets and adornments to distinguish the experienced units. For the Britons, shield decoration and tattooes can be an additional way to distinguish the experienced units. Finally, about the roster I am thinking about the early phase and how to not break the balance by adding swordsmen too early. For the moment the Romans have the particularity of having early swordsmen. Maybe we could give to the Gauls an early sword cavalry to make the faction more unique to play and without early slinger or early light cavalry : Village phase: Gallic Woman Gallic Fishing Boat Gallic Spearman Gallic Javelinist Gallic Cavalry Swordsman While the Britons could have a more classical roster with more diversity and even the war dog early: Village phase: Britonnic Woman Britonnic Fishing Boat Britonnic Spearman Britonnic Slinger Britonnic Cavalry Javelinist Britonnic War Dog I think the early game is where the things can be messed up by making a faction too strong but it is as well an important feature of the Gauls to be strong in the early game (probably a reference to their historical spread early). In the town phase, the roster for the Gauls could be more diverse without overpowered units: Town phase: Gallic Healer Gallic Merchant Ship Gallic Trader Gallic Slinger Gallic Naked Spearman Gallic Cavalry Javelinist Gallic War Barge The naked spearman fanatic is not really that strong I think and at this point the Gallic roster is more stable, the naked spearman is there instead of a spear cavalry. While in the Britons, the town phase could include a cavalry spearman. Although, I am really in favor of adding a naked swordsman to Britons (a reference to the Caledonians and the Picts), I don't want to break the balance because a swordsman moving that fast could be quite strong. Maybe it should be kept for the city phase and instead the Celtic Chariot should be include more early. The role of the chariot could be more suited to the second phase and I really hope it could be used as battle-taxi for another unit. Thus something like this: Town phase: Britonnic Healer Britonnic Merchant Ship Britonnic Trader Britonnic Cavalry Spearman Britonnic Chariot Britonnic War Barge Then in the third phase, it should be more acceptable to give better units since both factions are lacking siege engines (excepted the ram). Unlocking archer and infantry swordsman for the Gauls could make them more resilient to the late phase. Their champion unit should be a cavalryman for the late phase. While the Britons could have their Caledonian/Pictish naked swordsman for the late game and even a swordsman champion in addition of a javelinist champion. City phase: Gallic Swordsman Gallic Archer Gallic Cavalry Spearman Champion Gallic Battering Ram (maybe a regional champion unit? like an Alpine Axeman) City phase: Britonnic/Ivernic Javelinist Champion Britonnic/Caledonian Naked Swordsman Britonnic Swordsman Champion Britonnic Battering Ram
    1 point
  4. Help me finish the patch
    1 point
  5. I actually plan to use Wesnoth's lore in 0 A.D. But I need help to design everything as I simply don't have enough time.
    1 point
  6. Ponies Ascendant and Hyrule Conquest not fantasy enough for ya? I'm working (slowly) on https://www.moddb.com/mods/dwarfs There was also a mythology mod @Rolf Dew was working on
    1 point
  7. Needs c++ changes thus not possible with a mod.
    1 point
  8. Maybe @nani can help us by adding D2629 to autociv
    1 point
  9. @sphyrth, JC can't live without me
    1 point
  10. In this film veiled on white night The tenacious son of your enemy The very executioner distinguished dinner A crystal night that shatters I did not dream it He straightened and gave your luck I did not dream it And he offered himself better than ever Don't look, please, and don't turn on the light The image disfigured you This film gives an exquisite image Those boys are like tiny bombs The worst way to the parakeet cave For guys who don't sleep at night I did not dream it You were running adrift I did not dream it Blind eyes wide open Don't look, please, and don't turn on the light The image disfigured you The final assembly is very curious It's really really entertaining You go in the dark unsuspecting crowd Bullying those who have loved you I did not dream it He straightened and gave your luck I did not dream it And he offered himself better than ever I did not dream it You were running adrift I did not dream it Blind eyes wide open Don't look, please, and don't turn on the light The image disfigured you
    1 point
  11. A fully mirrored map will mean that a player will be capable of knowing exactly what resources, and where, the enemy has. So for an early rush I'll know exactly where all the berry spots are, where the woodlines are and such. It severely reduces importance of scouting. Other than that not too many downsides I can think of right now.
    1 point
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