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Posts posted by av93
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My concept for slaves:
- Every unit have a bounty of X slave resource: let's say 10. Civil units could have a greater bounty.
- Slaves cost X slave resource: if they cost 40, that means that you would be able to train a slave per each 4 units killed. If you kill civil units, the ratio should be lower.
- Slaves are just plain better on working, but more vulnerable to damage. No life lost to avoid micro. Could had a train limit/ Could be free to train except the "slave resources".
- The "slave resource" could be exchanged for other resources
Aim of the concept
- A representation of slavery without tedious conversions
- Raiding and war allows you to improve economy
- Open diferent strategies: if you choose to stick to citiziens, you are better defended against raids. If you transition to slaves, you're more vulnerable. And you could choose if you train slaves or you sell them.
- Open space for civ bonus: some civs could have unlimited slave training, some other slaves could have hp bonus/ work rate, some could train special units with the "slave resource", some could train serfs (same cost from slaves, but with citizien stats)
- No need for extra coding, I think
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The walls were given because they usually did fortifications on hills (like a lot of cultures, btw)
"The guerrilla warfare" (associated to Spain in Napoleon times, where the name came from the spanish) was more a Lusitanian thing. Iberians tactics weren't so different from spear walls.
Also the sling thing it's more a feature from Balearic Islands, that were'nt connected to Iberians by any kingdom or EmpireBefore redesigning the uniqueness of civilizations, make a table and think collectively instead of adding and deleting design quirks individually on every civ.
I would give the guerrilla/ambushing features to Britons.
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Iberian Walls is to OP for a bonus start. Maybe extra HP to CC, extra arrows or extra garrison capacity
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Just to say, that in my view, when you choose an alliance, you should able to 1) build whatever embassies you want from your "allies" 2) be able to train your "allies" on your barrack and let the embassies able to do techs and allow allied mercenaries to be trained.
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I think that I'm one of the responsibles
My original suggestion was to choose from one alliance and stick to them among the rest of the game. Then IRC, the implementation was that embassies were limited to 2, so you could train two of the three factions. Then I think that the limit was increased.
But my proposal was more among the lines of AoM minor gods, where you choose a path and you get units and techs, as a special feature of Carthaginians
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I didn't saw that there was updated
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4 hours ago, Angen said:
https://code.wildfiregames.com/D3592
Currently they are activated but not displayed in activated because there is now displayed what is saved in config
Then, the patch should grey incompatible mods and show what mods are active, right?
4 hours ago, Angen said:maybe just move them between two mod sections and change to up/down arrows? not sure if removing them would not create confusion how to actually enable mods before finding out about double click
Up/down arrows could be a solution. The best sometimes is take inspiration on how others find solutions. Total War does it in a clear way
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On 22/02/2021 at 1:56 AM, wowgetoffyourcellphone said:
I do think the mod selection screen is a little... open source. Meaning, unintuitive.
First, in a UI more option sometimes doesn't mean better, you get lost. Keep it Simple (KIS) it's a good rule always.In the case of Mod selection screen, I think that there's room for improvement:
- What is the use of "Negate" button?
- Enable/Disable it's redundant with the double click. It can lead confusion with the Start mod button. I would delete this button.
- If I press Start mod, the game should restart and then all the mods that I activated should be listed on "Activated mods" right?
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Necroing this for visibility
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5 minutes ago, Angen said:
clear cache
path in the gamedatapaths link beforeI suppose that I only got that once because I closed and started the game again.
I hope that Spanish users will got a hotfix, because a lot of them maybe won't understand/search that the problem is the language
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3 minutes ago, Angen said:
switch to english, spanish seems to be broken
Correct
Switched to English and got some more errors
interestinglog.html -
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8 minutes ago, Angen said:
do you have this line in user.cfg?
mod.enabledmods = "mod public"
https://trac.wildfiregames.com/wiki/GameDataPathsyes
1 minute ago, wraitii said:What locale are you using?
what do you mean?
Windows, btw
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erased all mods, reinstalled, still happens.
4 minutes ago, Stan` said:Can yoy attach the interestinglog.html?
can you refresh me how?
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16 minutes ago, Angen said:
hi,
do you have any mods?They are all disabled
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Congratulations
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TL DR, you need my help to change it? Sorry didn't read until now
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This is an Iberian fortress (northeast Spain), not a Lusitanian..
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On 26/12/2020 at 10:20 PM, wowgetoffyourcellphone said:
Now, EA can do it differently, but DE's trees and groves do not obstruct the pathfinder, for 2 reasons. 1. I thought fewer obstructions may give the pathfinder a performance boost (not yet benchmarked) and thought it okay to do this since other games like AOE3 already does this.
Well, in AoE3 trees aren't passable, just the forest have dispersion and the units can pass through, and the collision box of trees are very small
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On 24/12/2020 at 7:56 AM, wowgetoffyourcellphone said:
Lumber Camp mockup:
Capture the Lumber Camp dropsite (Yellow) and now you can gather wood outside your territory.
Forests are made up of Groves (Red-cartouche footprint; Blue-circle footprint) and can be depleted, but they do regenerate wood over time, faster if left alone. Groves have other attributes, such as they can be "garrisoned" by some civs' soldiers for an ambush effect, and they also have auras that cause units to have lower vision and movement speeds within their footprints.
Straggler Trees (Green) are gatherable, but do not regenerate and can be built over by player structures (the tree disappears).
How garrisoning works? just like a wall? or the groove it's not an obstruction?
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On 9/24/2020 at 8:44 PM, Stan` said:
About ?
About why there hasn't been a release for this time, pointing the things that you said
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Maybe a public announcement on social media and homepage would be cool
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Ambigatos, Vae Victis and Montefortino makes great synergies as a rush civ, good design. Take care about a farming bonus, to be different enough to Ptolomies, the civ that should have the greatest bonus to farming
In contrast, Britons suggestions are more all round and defensive oriented. Weren't more decentralised and not so tech developed (so they could fill beter the "barbarian" rush trope? (I would give them also a skirmisher champion, instead of the not historic double sword man. (they should be the ultimate javelineer faction, because Iberian ambushers fit more Lusitanians rather than Iberians, regarding some sources that I've read in the past)- 1
Better an overall picture?
in Gameplay Discussion
Posted
Now that gameplay it's on the dev focus, instead of tuning the little gears (civ by civ, for example) I would try to first make a revision of all the gameplay.