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Showing content with the highest reputation on 2015-04-04 in all areas

  1. Back on the subject of a18 feeback... Stone forts and CC's shouldn't be offensive weapons. Its a common tactic now for people to plop them down right on the border of a town, rather than attack with troops. They cost less stone than 2 catapults. I know the game is about claiming territory, but its absurd that they are best weapon for attacking towns. I know it was common for invading armies to construct wooden palisades around besieged towns, but stone forts took generations to build. -Make them well over 1000 stone and wood. -A limit of 2-3 of each or maybe 5 total between the two. So like you have to decide if you want to make more CC's, or more forts. -They should take way longer to build. Like 2-3 times as much. -Allow all civs to construct wooden defensive buildings in neutral territory to help with town attacking. Like wooden towers, palisades, and wooden forts like the roman ones or the outpost. -Allow all civs to make wooden army camps to claim territory. -Have a timer that prevents players from instantly rebuilding a CC when its lost, like 60 seconds or so. They are so cheap, that players just spam them all over the map. I just played a 50 minute game against an experienced player, and it wasn't very fun. He kept making CC's and forts all over the map, and I kept knocking them down. I tear down all his stuff on my left side, and he builds all over my right. I tear down his right side stuff, and he builds again on my left. I attack his main town, and he just lets it burn while he builds another somewhere else. He eventualy lagged out, and I had a 6 K/D ratio against him with about 2/3 of the resources he had. I won every battle and repelled every attack, but he just kept building and building. I know I could've won by doing the same thing he did by randomly building CC's and forts everywhere, but that's not fun. Chasing small groups of units who are trying to flank you with forts and CC's isn't fun. I've watched a few games between aggressive and experienced players become a complete and random mess of CC's and forts everywhere. The map looks like a modern art painting with all the colors and shapes everywhere, as players try to get CC's in every last nook in the map, rather than just fight and get the game over with. The game needs focus and a more clear objective. I like the idea of the game revolving around forts and CC's, but the spam needs to be reduced. Killing a fort or a CC should be a big objective and really swing the tide of the game. They should be big, expensive and powerful buildings, not cheap spammable cannon fodder. It should be a real accomplishment to build a CC with a few protecting forts, and losing them should be catastrophic.
    4 points
  2. Skirmish map. for 4 players. Enjoy Dependencies: I tried to use little stuff of mods. But i really don't remember. What im really not sure is the height of the mountains as i used the script, check it here -> http://wildfiregames.com/forum/index.php?showtopic=19775#entry3061057 If you find any bug, please tell me. Aphrodite's lust.zip
    2 points
  3. Alright, I'l have a look at those next. I'm done with this texture (for now!)
    2 points
  4. Hi everyone, Today I want to show you, what will be in the a19 release about atlas. The main idea is to give to all map makers more space to work over map. I hope you like, I will try to keep updating this post about my work. Here is the video New map: Object List filter(Include inside template content) Display Template, Entity Settings (with variations) This videos show terrain tab, Display settings, environment settings and Actor Viewer tool
    1 point
  5. xD no se! Estaba revisando la configuraciĆ³n el default.cfg y lo acabo de cambiar todo a true. Pero aparte de eso tenia todo en full. Supongo que sera eso
    1 point
  6. Really nice screenshots! Downloaded!
    1 point
  7. Nice screenshots impressive, what kind of setting you use?
    1 point
  8. I agree that the CCs and Fortresses should be special, not spammable. More expensive, take longer to build, stronger. Also, defenses should be for defense and units for offense. That not to say that novel stratgies should be impossibru, but as game designer you should /design/ things to be within an overall plan or vision. So coming up with way to force defense towers to be used defensively is perfectly fine and then you can maybe design some edge cases into the game leaving open door for novel, but very risky, usage, but that come later.For now, have an idea of how things should be used and design them to do that thing. Fortress should be the forward base structure. Max 3 or 5. Buildable in neutral territory, cast no territory effect. With minimal number you must place them strategically. Design ways to make walls more useful (and easier to build, not just cheaper and quicker, that's lazy design; unit should automaticaly spread out when section of wall foundations placed, building the towers first, then filling in the wall segments; design a button in wall foundation UI to summon all nearby citiens to build it; give that same button to the Wonder). Make civic center territory radius smaller; give the game some no-man's land again.Implement farmlands and let players build farms and storehouses outside terrirory. Now you have strongly defended cities and weak countryside you must fight over--instead of sprawl like now. Traders must now travel through danger no-man's land between markets defended by cities. Move those mines away from the CC already... this isn't Starcraft. Then you have tower spam/push again? Right up against enemy territory? At least with Fortress in neuttral terrotry you can limit them to 3-5 and make them longer to build, so if they are used for push then there is time to spot the foundation. Just idea anyway (see Delenda Est). Instead, wooden defense towers should be Village Phase version of stone tower. Use upgrade and actor swap to make it stone tower (see Delenda Est). This game needs more of that kind thing. Enjoy the choice.
    1 point
  9. Added Object List filter(Include inside template content). Please Look at the first post about the video
    1 point
  10. Normal map/parallax map rendering really needs fixed. Can't make good screenshots when so ugly/bug. Good job on texture micket.
    1 point
  11. Well.. this was as tedious as it could ever be, but at least it's more or less done now
    1 point
  12. Not for now, the water plane is flat now. But maybe in the future, there could be a number of different water planes, or even a water height map.
    1 point
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