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Showing content with the highest reputation on 2023-12-19 in all areas

  1. I have just tested my new map of South America. It's a giant map for eight players with a lot of resources. I tried to make position of resources balanced and all biomes and vegetation are inspired by real ones (it was very difficult due to lack of new world specific vegetation and the variety of biomes). I know that it's not historically accurate (obv) but It's only for fun. Please say to me what do you think about it or some advice to improve it. If the community likes this work I will continue with other continents. South America Baelish.zip
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  2. A few problems I have with transport ships are: We already have a lot of ship classes. The other ships can already garrison and transport units. Do you want to take that away? Transport Ships have a very limited utility. You transport the army across and then you'll probably delete them because that's all they do. Or you'll station them near your shoreline in case you want to ferry more, but that's just a bunch of idle time for a supposedly crucial unit. I'm 20/80 against lol
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  3. The latest patch for this overhaul: https://code.wildfiregames.com/D5213 I'm asking for testers to try this patch with the development (A27-SVN) version of the game. The patch includes: All-new ship classes replacing the old "light/medium/heavy" classes. These new classes have specific strengths and weaknesses that contribute to a simple and effective counter system: Scout Ships: Super weak, but good speed and vision range. Available as soon as you build a Dock in village phase. Arrow Ships: Good vs. melee ships; Countered by Siege Ships (and other Arrow Ships) Melee Ships: Each civ usually has one of these. Ramming Ships: Good vs. Siege Ships; Countered by Arrow Ships; their fast speed and 30 garrison also make them good transport ships. Fire Ships: Good vs. Siege Ships and Buildings (Docks); Countered by Arrow Ships; cannot garrison; 'Upgrade' to ignite with fire and damage nearby enemy ships. Siege Ships: Long range and strong crush attack damage; Good vs. Arrow Ships and Buildings; Countered by melee Ships such as Ramming Ships and Fire Ships. All ships can now transport Relics/Catafalques. This was a previous oversight. An all-new Tech Tree for the Dock based on the kinds of ships each civ has available. For example, "ramming" techs are only available to civs with Ramming Ships. Village Phase Fishing Boat unlocked for all civs Merchant Ship unlocked for Cart Scout Ship unlocked for all civs Fishing Nets Fishing Boats +30% fish gather rate. Unlocks “Salt Curing.” Salt Curing Fishing Boats +20 food capacity. Unlocks “Clay Amphorae.” Lookouts Ships and Boats +10% vision range; Scout Ships an additional +25% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Exploration Requires “Lookouts.” Civs; Cart, Han Traders and Ships +20% vision range. Town Phase Merchant Ship unlocked for all civs, except Cart Arrow Ship unlocked for all civs Ramming Ship unlocked for: Athen, Cart, Mace, Pers, Ptol, Rome, Sele, Spart Fire Ship unlocked for: Brit, Gaul, Iber. "Upgrade" to set on fire. Clay Amphorae Merchant Ships +25% trade profit per trip. Shipwrights Docks work 20% faster (Ships −20% build time; Technologies −20% research time) and are built 20% faster. Reinforced Hull Requires “Shipwrights.” Civs: Brit, Gaul, Iber Ships +25% health, but −10% speed. Naval Oxybeles Arrow Ships +10 crush damage and +10% attack range. Unlocks “Naval Ballistae” for civilizations with Siege Ships. Flanking Maneuvers Ramming Ships +25% speed and acceleration. Unlocks “Bronze Rams.” Ship Cladding Warships +1 pierce and crush armor. Unlocks “Undergirding Cables” for some civilizations. City Phase Siege Ship unlocked for: Cart, Han, Ptol, Rome, Sele Naval Ballistae Requires “Naval Oxybeles.” Siege Ships +20% attack range. Bronze Ram Requires “Flanking Maneuvers.” Ramming Ships +50% attack damage. Undergirding Cables Requires “Ship Cladding.” Civs: Athen, Mace, Pers, Spart Arrow Ships and Ramming Ships +25% health. Burning Pitch Civs: Brit, Gaul, Iber Fire Ships +25% health and +25% attack damage. Flaming Projectiles Ranged Warships +10% attack damage. This is for those civs who only have Scout Ships and Arrow Ships enabled, but no Melee or Siege ships: Currently just Kush, but may be applied to upcoming Germanic or Nomadic civs as well. Arsenal of Philon Requires “Shipwrights.” Civs: Athen Warships +1 health/second self-repair rate. Not implemented, but may in future patch: Marines All Warships +40% capture resistance. This is for all non-Roman civs if we implement Corvus Ships that capture. Currently removed from the list. Juggernauts (“Tessarakonterēs”) Requires “Shipwrights.” Civs: Ptol Siege Ship +50% health, +25% more projectiles, but −25% speed. May get rid of the "Juggernaut" ship template and replace it with this tech.
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  4. I create a new map of North and Central America, I tested it on my own and now I would like to share it and use in multiplayer, but I don't know how to do it, because it's my first time. Can somebody help me? I attach a screenshot of the new map, I hope that you like it.
    1 point
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