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Showing content with the highest reputation on 2022-03-27 in all areas
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80:20 rule 80% of your players are single player 20% of your players are multiplayers It's insinuated that this apparently even holds for Starcraft 2. Fundamentals are super important, such as smooth pathfinding, logical group movement, and unit responsiveness. Players will give up on your game if they are frustrated by the controls. Spectacle is important. It's super fun to do cool things. Age of Mythology had monsters and god powers. Warcraft 3 had spells, heroes, elves, orcs. Starcraft 1&2 have flying units, LASERs, aliens, and mechas. Even the "mundane" Age of Empires series allows you to build cool cities and large armies that clash on the battlefield. A lot of "Spectacle" gets cut because it "imbalances" multiplayer. "When you design for multiplayer first, you inevitably cut the things that should be selling your game." A Great Map/Scenario Editor makes a Great RTS. Dev Tools important. A Great Editor helps Users/Players and Devs create great experiences. User Created content needs to be fostered and supported.2 points
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So no turn rates, no acceleration.2 points
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Also, Sophist - +100% research time, -90% pierce resistance. Jokes aside, I really like your idea for the Athenian bonus.2 points
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Working on some Roman Cataphracts, based on 2nd or early 3rd century examples. Right now they use Seleucid cataphract armor, but what they really need is a whole new horse armor set, like this mount here (full set): (rider's helmet would be a bonus) And/or this half-set here: There isn't currently a set of horse armor in the game that looks like this that covers the neck as well as the chest. Also, the awesome chamfron for the horse's face would be a separate piece. Currently, the only chamfron in the game is the Seleucid cavalry chamfron ith a transverse crest which is clearly not Roman.1 point
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I tried the Han Chinese on the SVN version and was impressed by the implementation of ministers. It made the game feel a little immersive. It makes me think that if we are more creative with our team bonuses we can have a more unique and fun game. Many of the team bonuses are just innate buffs or bonuses added to your civilization because another player happens to be a certain civilization. If your teammate is Ptolemies, you get an automatic food trickle. If your teammate is Iberians, your skirmishers are automatically cheaper, and so forth. You can actually choose to play very similarly to a 1 v 1 game and still get a special bonus. What I am envisioning is a Team Bonus concept where to benefit from the Team Bonus, you actually have to do some teamwork. The Carth bonus already requires teamwork. You have to actually create and send traders to benefit. The rest of the bonuses do not require any teamwork to benefit from. If teamwork is required to achieve a worthwhile benefit this will add character to the civilizations, and even mini-objectives to achieve advantages. Below I've put a few ideas, exact values for the bonuses can be debated later. Athenians Current Bonus: Delian League. Warships -25% Construction Time New Bonus Idea: Greek Philosophy. Athenians can build a "Greek Academy" that will give themselves and allies -50% research time for Civic technologies. Further, once the Academy is standing: The Athenian player themselves can train 1 of 5 Philosophers from the academy. Philosophers give a benefit to the player for the duration of their life and only one can exist at a time: Platonic - Non-military technologies -5% cost. Plato may be most known for his theory of Universals. Aristotelian - All technologies -20% Research Time. Aristotle, one of the most influential philosophers, gave an essential contribution to the development of logic, especially syllogism. Stoic - Non-mercenary humans immune to debuffs and negative status effects. Stoics sought independence from their needs. (I have not worked out how to make them immune to debuffs. I think functionality to add a class to units already having a given class would be needed.) Epicurean - All humans +10% food cost, +1.0 idle health regeneration rate. The life worth being lived is spent seeking pleasure. Skeptic - Non-military technologies -15% cost, but +25% research time. There is nothing that cannot be doubted, including the fact that everything can be doubted. The Teammates of the Athenian player can create a Student of Philosophy. The Student of Philosophy can can research 1 of the above 5 bonuses, and it will be in effect for the duration of their life. Once a bonus has been researched, no further Students of Philosophy can be created. The cost to research is expensive, 500 food & 500 wood and takes 200 seconds, but if the Student of Philosophy stands next to the Greek Academy the cost is reduced by 90%. (50 food, 50 wood, 20 seconds) Romans Current Bonus: "Conscription." Citizen Infantry -10% faster. You could change it by having only the Romans themselves keep a 10% train speed bonus, but allow them to build special infantry production buildings in allied territory which train units an additional 10% faster. Maybe there would need to be a limit on the amount of buildings placed in allied territory. This allows this team to have fast reinforcements from the Roman player for staging attacks or defending from them. Gauls Current Bonus: "Products from Gaul." Forges -15% research cost and research time. This could become a teamwork bonus if you give the Gauls a special forge factory/export building besides their forge. Once they have researched a technology for themselves in their forge, they can unlock that technology in the factory/export building for their allies instantly at -50% cost. The GUI for that building could look like the current one with it's images, but with extra rows designating each teammate: ALLY 1 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] ALLY 2 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] ALLY 3 [MELEE ATK] [RANGE ATK] [HACK DEF] [PIERCE DEF] etc... Since Gauls do not have archer accuracy and crossbows upgrades, nor the Wootz/Toledo Steel upgrade, they cannot unlock those for others. 2 Alternate Implementations (Thanks to @LetswaveaBook) The Gaul's current forge could produce a delivery unit that looks like a large wagon. If that delivery unit can successfully garrison in an allied blacksmith it allows the allied player to research blacksmith techs at a lower cost, similar to the Mauryan healer. But it would be a deeper discount than the Mauryan hero gives since it only applies to the blacksmith. Another idea would be that Gauls can produce a cart and unpack it in allied territory and donate a "special" forge with lower upgrade costs to their allies. The cart and the special forge would be capturable by your opponents. Either way, if the Gaul team is able to take advantage of it, they would get upgrades at a great overall savings for the team. However, if the Gaul team do not individually get forge upgrades because they are waiting on the Gaul player to receive them, the enemy team could gain an advantage by destroying the Gaul export building/delivery unit. Carthaginians Current bonus: "Trademasters" +10% International Trade Bonus. I would take it further make it so you only get the bonus when trading with the Carth player, but increase the bonus to 20% due to this limitation. Persians Current Bonus: "The Royal Road" 15% Land Traders bonus. I have 2 ideas for the Persians. Similar to Carth above, you could make it +25% bonus when Land trading with a Persian player only. My other idea needs some background explanation. First of all and generally speaking, it is my opinion that there should be a fee for donating resources to other players, 10% maybe. So if you spend 100 food to donate to an ally, they only receive 90, and the other 10 is lost. If that were to be implemented, a bonus for the Persian player could be that when an ally makes a contribution, the 10% fee goes directly to the Persian player's stockpile. If there is more than 1 Persian on a team it is divided equally between the Persian teammates so that it can not generate extra resources. (By the way, I see Han Chinese are being given a 20% international trade bonus, which is higher than the both the Carth and Persian current team bonuses. If it were implemented in this teamwork scheme at a higher value than Persia and Carth, it would justify an additional bonus for Persia like the one I've described above, and a different one for Carth.) Ptolemies Current Bonus: "Breadbasket of the Mediterranean." +1.0 Food trickle rate. NEW IDEA: Instead of this, a bonus using teamwork would be to let Ptolemies build a P1 building (granary?) that generates donate-only food. The donate-only food cannot be used by the Ptolemies player, it can only be donated to others. The donate-only food generation could be calculated in real time as a percentage of the actual amount of food the Ptolemies player obtains from farms. The Ptolemies player receives into his stockpile the full amount of food he farms, and besides that donate-only food amounting to, for example 10% of what he farms is available to donate to allies. I like this granary building idea better because then Ptolemies can be nerfed by losing food trickle. Also, the granary can be a strategic building for enemy players to destroy. Mauryans Current Bonus: Ashoka's Religious Support. Temples -50% resource cost and building time, temple technologies -50% resource cost and research time. NEW IDEA: "Arthashastra." Free Cartography. In the writing "Arthashastra," much direction is given on using informants extensively within the kingdom and on using spies among neighboring kingdoms. Iberians Current Bonus: Saripeko - Citizen Javelineers -10% resource cost. NEW IDEA: Allied players can build an Iberian embassy to make mercenaries at a 10% discount. (Sword cav will not be discounted and may have an upcharge until balanced better.) The basis for the original bonus is the fact that people of Iberia were known for fighting for others as mercenaries. Allies being able to make Iberian mercenaries reflects this better, and requires more of a player action to benefit from than the generic discount. Seleucids Current Bonus: Syrian Tetrapolis. Allies can make CC for -20% resource cost. New Bonus: Marriage Alliance. This is a reference to the historical event where a Helena, the daughter of Seleucid Nikator, was married to Chandragupta Maurya. The Seleucids gave the Mauryas territory and the Mauryas gave the Seleucids war elephants. The Seleucid player can produce a "Princess" unit from any hero. The Princess can only be made once. The Princess will have a Royalty aura, making all ally heroes have -50% cost and train time. The Princess can research one marriage Betrothal tech from among the Allied Civs. Once researched, all allies gain 7% territory influence, and the Seleucid player loses 7% territory influence. The Princess will now be able to gather a "dowry token," from the hero producing structure of the civ she is betrothed to. (Exception: Ptolemies - must gather from Fortress, not Civic Center.) Once gathered she will be able to train either 12 Infantry Champs of a single type, 8 Cavalry Champs of a single type, or 5 elephants (6 for Kushites,) instantly for free. The producible champions are champions of the allied civ, so for example if the allied civ has no elephants she can't make elephants. These are the ideas I have so far. Do you have any good ones?1 point
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We might not have the mines for performance reasons unless Vladislav manages to fix it before Commit Freeze.1 point
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The armor is here https://drive.google.com/file/d/1YPh7eAHqjbtyiF5RrbOudbUixkJmNQ-4/view (i think)1 point
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REY_RAGNER quit a 1v1 rated game without resigning as I was winning. commands.txt metadata.json1 point
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Unfortunately, I don't have the Blender models locally. Maybe @Stan`. Any one in particular? You want the horse, the horse armor, or both...?1 point
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Not sure. Perhaps play around with TerritoryDecay. You can make a cart, then send it over to your ally's territory. You can then unpack it to whatever you want, but it has a fast territory decay, so it'll switch to that player? No idea if this would work. But yes, the Scythians in Delenda Est use the 'Upgrade' feature rather than the 'Packing' feature. Seemed easier for me to conceptualize, plus tooltips, etc. Was thinking of making the Spy a standard unit, while the Emissary could be a civ-specific one. Not sure. Perhaps trained from the Athenian Council Chamber.1 point
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I'm not an English speaker, and the video doesn't have automatic English subtitles, which helps me a little. But looking over it, I already knew a lot, mainly about the regions of Izapa and El Mirador.1 point
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The ProductionQueue is empty (A26) because the component is merely the user-facing interface now. It makes sure you can research technologies (Researcher component) and train entities (Trainer component) alongside eachother. In the future the element may get some content again (at least I have some ideas for that, so it depends on time).1 point
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That means an empty production queue, i.e. the building doesn't produce anything. If you want to train units, then: <ProductionQueue> <Entities data='tokens'> unit_a </Entities> </ProductionQueue> In A26 it will be replaced with <Trainer> tag1 point
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Still need <Entity parent="template_player"> in yayo.xml Forge needs an ao map? Embassy needs an icon. All ao maps need normalized. This looks like a great mod so far. Loving the architecture! Tip: Everything needs an icon now, no exceptions.1 point
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the civ .json no longer contains: 'Name, Emblem, History and Formations' , the Templates.js looks for it in a25 but does not find it and throws an error. change come with: rP26299: Store possible formations for a civ in XML instead of the JSON (5/Feb/22) rP26298: Move GenericName, History and Icon from the civ-JSON to cmpIdentity (5/Feb/22) Edit: the mod runs on a26; lovely architecture you have there1 point
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https://www.blender.org/download/releases/3-1/ @Stan`@Alexandermb@wackyserious@Mr.lie@Sundiata new version of stable Blender is released.1 point
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seguro, hay algunas animaciones en el archivo native_unit.blend1 point
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@Lion.Kanzen So, no tlahuiztli for the Zapotecs? Since you mentioned that it is from the Post-classic period. The same thing applies to the extented ichcahuīpīlli which is designed similar to a tlahuiztli (almost covering the whole body) I've seen it in several illustrations about Mesoamerican warfare.1 point
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a: young wearing only a maxtlatl; b: common people (Macehualtin) dress; c: noble (Pipiltin) or high ranking warrior dress; d: ruling classes and the clergy; e: less common way to wear the tilmatli; f: war dress. Aztec women wore a blouse called huīpīlli[1] ; also called huipil in Spanish and English) and a long skirt[2] called cuēitl (referred to as enredo in modern times). Women kept their skirt on them with a sash[1] called a cihua necuitlalpiloni .[3] In the Classical Nahuatl language, the couplet cuēitl huīpīlli "skirt [and] blouse" was used metaphorically to mean "woman". https://en.wikipedia.org/wiki/Aztec_1 point
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