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Everything posted by Prodigal Son
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My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
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My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Just did added a patch ticket, took a while to figure out but it worked:) Most time spent on searching where to add it while I didn't even had a track account... -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Thanks for the info:) How does this work? Devs review the patches and add them if they are approvable? (I was thinking commit had an approval phase before being added to the core files). -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
I successfully removed the leftover techs on Athenian Gymnasion and Spartan Syssition and it works in game. I've found how to commit them. I edited them with wordpad, is that ok? I'm not sure since I believe there are some issues with such files and some text editors. Edit: Got notepad++, trying to commit them, but I get this error: Commit failed (details follow): POST of '/public/!svn/me': 403 Forbidden (http://svn.wildfiregames.com) Am I doing something wrong or lack some permission? -
Multiplayer Topic
Prodigal Son replied to Prodigal Son's topic in Introductions & Off-Topic Discussion
Never getting answers there. -
Anyone currently able/willing to join the Alpha 17 SVN lobby for a game?
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I think that armor and attack types do the job now, without artificial bonuses. Like spearman's high pierce damage and high armor help him beat cavalry. Can't get into accurate detail though.
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My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Faction Specifics (Trying to make each faction more unique through historical attributes, part 4/4) Romans More or less balanced faction with somewhat weak cavalry and focus on infantry, siege, and structures. Reforms: - Marian Reforms: Hastati, Triarii, Extraordinarii replaced by (Marian) Legionaries. Then there's a huge number of possible auxiliary units that can be tied to this reform, including Numidian/Gallic/Germanic Cavalry, Syrian/Cretan Archers, War Elephants and more. Equites and Allied horse skirmishers could also be removed by this reform, replaced by new cavalry types. Other: - Gladius: Tech increasing infantry swordsman attack speed (and maybe slightly reducing damage, but overall increasing dps) - Logistics: Barracks or Army camp tech increasing infantry training (and batch training) speed. Their major strength, ability to field and replace big numbers of reliable heavy infantry needs to be represented in game. - Imported Construction Technology: Tech slightly increasing ship/siege/structure hit points and damage. Simulating their common practice of copying whatever worked well from their enemies. Makes me think of the need for an academy type structure for some factions to hold such upgrades. Seleucids Balanced faction focused on military diversity and many available troop choices. Reforms: - "Eastern Cavalry Influence" Reform: Replaces Citizen cavalry lancers with Cataphract Champion Cavalry. After campaigning in the east Antiochus the Great rearmed his line cavalry as Cataphracts. - Romanization Reform: Unlocks Thorakites Champion Swordsmen. Other: - Companions/Hetairoi need to be champions, being their most effective unit winning the flank they fought on even at lost battles. - Other starting champions are Silver Shield Pikemen, Armored Elephants. A silver-shield hypaspist type unit is also possible but might be an overkill. - Chariots as non-champion, one-rank units. See Mauryan example. - Cretan Mercenaries were very common, but there's also the Syrian archers. Not sure on that. - Change Civ Center units: Replace Thyreophoros with Pikeman (Not an early unit for the Seleucids, most Greek/Macedonian citizens would serve in the pike phalanx)Replace Arabian Skirmisher with Syrian Archer or a Greek/Thracian skirmisher (Not an early nor common unit)Replace Cav Skirmisher with Xystophoros Horseman- "Satrapal Levy" Barracks = Subject people's Troops Arabian Skirmisher (although an eastern would be more common)Syrian ArcherMedian Horse SkirmisherDahae Horse Archer (could remove as class conflicts with scythed chariot and they shouldn't be very common, unless scythed chariot turns out melee/able to charge as it was in reality)Scythed Chariot- Military Settler Colonies = Settler Troops Pikeman (Greek/Macedonian Settler)Thracian RhomphaiophorosXystophoros Horseman (Macedonian/Thessalian Settler - Replaces Hetairos as non-champion)Galatian Swordsman, Horseman or Spearman (any could work and quite common)Judean Slinger/Thureophoros or Greek ThureophorosLast but not least, with major proposed changes (some of them might sound too crazy:p): Spartans Powerful, limited infantry, reliable missile troops, weak cavalry and defenses Reforms: - Cleomenian Reforms: Unlocks the Spartan Pikemen. They should be non-champions imo and finally provide the Spartans with a massable line infantry (see bellow). This reform could also provide a farming bonus. Other: - Spartan Hoplite Champions trainable from start, but with a limit (one per house or farm as they owned the land while being full time soldiers). They were an early era force that gave the Spartans the military edge they had. Trainable at the Town Center and Syssition. They could have a fear aura reducing enemy melee attack and/or an inspiration aura for nearby allies. The limit and quite big metal cost, in addition to them being slow-ish should be enough to balance them. - Perioikoi moved to Barracks, which could be renamed to reflect it trains subject/allied units. - Replace Agis - who seems less interesting with no aura - with Cleomenes III, Having an aura buffing pikemen. - Make Skirites champions as they are listed on the editor? Or add Crypteia who could have an ambush attribute (see Iberians). - Add Cretan archers: they used them quite a bit, had close relation with Crete later on, possibly at city phase to reflect that. - Helot Slave workers could be added (at the market?), with an extra bonus to farming or overall, and degenerating health. At low health the could rebel and go gaia. Tech could reduce or remove the degeneration, and healers can be used to keep them at high health. Or a huge "Helot suppression aura" for Crypteia, who trained themselves by terrorizing and murdering Helots. Slaves with similar attributes could be added for other factions as well, but with Spartans having an edge here. That would be all... so far. At last:D I'm very interested in the gameplay-meets-realism part of the game and RTS design in general, if I can be of any use I guess I can learn simple file edits (I've done so before in RTW) to fix some of the noted bugs and hopefully help implement any desired of my proposed changes. I can now go in detail on any of the proposals as well. -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
More or less agreed on the first part. On the second, if my idea on reorganizing recruitment buildings is rejected, I'm 100% with you. -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Faction Specifics (Trying to make each faction more unique through historical attributes, part 3/4) Mauryans Good booming with mass-able cheap troops and special bonuses. Powerful late game units. Reforms: - Not sure, possibly unlocking the heavy infantry champions, since early Indian armies were mostly masses of light troops supported with cavalry, chariots and elephants. Other: - Make All chariots non-champions (maybe excluding Briton ones as a cheap-weak-fast champion). They already have too many champions, chariots we generally ineffective. But keep them at one rank (and make all chariots so). It looks strange with new cart shapes and horses appearing out of nowhere. Could be justified by them being an outdated, so, unupgradable unit. - Elephant archers deserve the champion role more. They could still stay at tier2, an early access champion as a factional bonus. Seeing them hunt also feels strange and while the archer per rank is a nice concept, it also looks strange on upgrade (less so than chariots though). Persians Good economy and defenses, weak, cheap early units and strong cavalry. Reforms: - Late Achaemenid Reforms: Kardakes hoplites, or Greek mercenary hoplites unlocked providing a reliable non-champion melee infantry. Needed with the Immortals trainable from only one structure and from a historical point of view as well. Other: - Add Persian architecture as a default bonus. - One-rank chariots (see Mauryans) - If "import elephants" is not used they could also unlock War Elephants with the reform. - Add Scythian Horse archers, as champions or not, by default or reform, subject to balance. *If realism is considered and early Persian/Mauryan units are weaker, cheaper and faster to train, this gives them by default a slight economic edge, so they need less bonuses compared to other factions. Ptolemies Strong tech, farming, defenses and navy, balanced military. Reforms: - Machimoi Reforms: Ptolemies should get a macedonian pikeman for starters. It took them 100 years to start training the egyptian "machimoi". Then the machimoi could be unlocked with a reform as a special champion. Not stronger, but cheaper and faster to train version of pikemen, perhaps slightly weaker as well. And we have one more unique Champion unit. - Romanization Reforms: Unlocks Thorakites Champion Swordsmen. Other: - Could use a Thracian unit, Thracian settler/mercenaries were very common. Aetolians were also very common and are not represented in game. Perhaps a Thyreophorus. - Civ center training camels and Kushite archers? Greek/Macedonian units make much more sense for a starting and civic army for Ptolemies. See my previous post for more on this. More coming soon -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
I'm mostly laying down generic concepts here. They are too many to go in detail and some of them would need more thought, especially for the macedonians (see how almost all of my proposals can be tied into the reforms - which isn't bad, they are an all-around civ already with no need for major changes from a gameplay point of view). Most of my ideas are subject to renaming even if i had the direct authority to implement them as I desired. On this example they could be merged into one (they happened over some decades). If not, I'd rather have both of them available. I notice that every time a play them. Imo Civ center/Barracks/Military Settlement/Embassy/Mercenary camp units for most factions need a reorganization. In short something along the lines of: Civ Center: Native melee unit (Plus archer for Persians and Mauryans who would have weak core melee units and had developed early archer warfare) Barracks (Not Seleucids/Ptolemies): Tier1: Native melee unit + Native ranged unit Tier2: Extra native melee/ranged infantry units, Native Cavalry Tier3: On some cases champions (Levy) Barracks (Seleucids/Ptolemies): Tier1: Subject people's melee unit + Subject people's ranged unit Tier2: Extra Subject people's melee/ranged infantry units, Subject people's Cavalry Tier3: On some cases champions Military Settlement (Seleucids/Ptolemies): Settler (Greek/Macedonian/Galatian/Thracian etc) units Mercenary Camp (limited to 1 for all but Carthage - Ptolemies and maybe others could have minor bonuses here): Mercenary units Forts, siege workshops etc stay more or less the same. -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
I like some of those tech proposals. I'm also thinking that an academy type building is missing, some of the techs I have in mind don't really fit elsewhere. I'm aware. I'll go in more detail when I touch the Roman specifics:) -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Faction Specifics (Trying to make each faction more unique through historical attributes, part 2/4) Gauls: An offensive civ with weaker but faster to build structures and a relatively good all around army (similar to Britons). Reforms: - Needs research, possibly around heavier melee units. Other: - Trimarcisia: Barracks tech increasing cavalry hit point regeneration (or later on stamina regeneration). A special tactic they used involving extra mounts and auxiliary servants for horsemen. - Give them back their faster but weaker structures (even with less differences than before). Could also be slightly cheaper. Forts, Towers and Civ Centers could stay at average stats. - A civ bonus or tech representing mass migrations and raids, adding infantry speed or stealing/gaining resources by attacking structures. Iberians: Defensive and raiding/ambushing civ. Reforms: - Needs research. Other: - I don't like the default wall bonus. It's imbalanced, looks strange and prevents desired city-building unless you start deleting the walls. An extra Civ Center default arrow and increase in Civ Center hp would work as maintaining their anti-rush attribute, and coupled with their stronger towers and forts make a good defensive civ. - I thought of a way of implementing their ambush attribute. Iberian units could be detectable at a reduced percentage of enemy unit line of sight instead of the full of it. This could also work for selected units of other civs as well with good ambush abilities. - When building capturing/loyalty is implemented (although I don't really like the concept having experimented with something similar in WC3) Iberian structures could be harder to capture to simulate their fierce resistance to Roman expansionism. Macedonians: Balanced civ with a focus on military. Reforms: - Early Antigonid Reforms: Adds Hetairoi Aspidophoroi champion cavalry skirmisher with a focus on resilience (or replaces Hetairoi with them). The remaining macedonian nobility became more conservative with glorious cavalry charges after decades of constant warfare and a majority of them migrating to the east. - Late Antigonid Reforms: Increases pikeman (hack) armor. Increased focus on infantry and an attempt to counter roman expansion resulted in more numerous and heavier pikemen. Other: - Kestros Slings: Tech greatly increasing slinger attack. Could be included on the late reform or be made an extra champion unit for flavor (there's not any champion slinger unit). - They could use a heavy warship, they at times had strong navies including huge ships. - Royal Peltasts: Champion unit that replaced the hypaspists. Fought as skirmishers, pikemen and shock infantry. Could be tied to the early reform. - They started to heavily use Thracians (even implementing them in the pike phalanx as macedonian numbers went down) and merceneries in general in an attempt to let their population recover. Could work as: An extra thracian unit, a mercenary thureophoros unit, a tech increasing pikeman training speed. Could be tied to the early or late reform depending on what's chosen. - Sarissophoroi light pike-bearing cavalry is an interesting unit left out, I don't know if it could fit in the rooster without a change on how auxiliary/allied/mercenary units are handled. Such a change could bring them to the core rooster and have thessalian cav and other units at a mercenary barracks limited to 1 (excluding carthage and maybe ptolemies who would be able to build more) if something like that is desired for all factions. More coming soon -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Thanks, I plan to do so, pretty soon:) Agreed, part 2 will have imperial romans anyway, not late republican (such as Marius). I'll bring up more along with the rest of the factions. Imo they shouldn't necessarily swap out a unit, the effect should depend on the civ they are for and close to what happened in history while keeping in mind balance and variety. It really depends on the map about wood, although a small increase could be nice for light forested maps. Berries do deplete too fast, but I think it's fine as a design choice, I've never had an issue on changing to hunting/farming/fishing towards their depletion. -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Faction Specifics (Trying to make each faction more unique through historical attributes, part1/4) Athenians Athens as a faction with naval strength (especially mid-game), good tech/infantry/ranged units and an expand & protect focus. Reforms: - Iphicratian Reforms, instead of the (silly imo) "train units from ships" bonus, should give speed bonuses to infantry units. Iphicrates improved Hoplite mobility and focused on skirmishers. Makes sense for a Civ with weak cavalry that focuses on expanding and protecting it's colonies. Other: - Colonization (Civ Bonus): Civ Centers Cheaper or build faster - Athenian Empire (Civ Bonus): Civ Centers, Triremes or both provide a small tickle of metal. Athens' main strategy was founding colonies/allying coastal towns and protecting/taxing them. - Philosopher (Champion Healer): New unit that functions as a priest but also has an aura or empowerment skill increasing construction/train time/tech time. - Chorigoi (Sponsors): Dock tech reducing Trireme cost. Notice how the above proposals co-relate with the expand & protect focus. - Champion Hoplite "Logades": Historical elite Athenian unit with the same function instead of City Guards. I wouldn't like seeing an army of "City Guards" attacking a town. - Replace Cretan Archers with native/marine Athenian archers or with reasonably downgraded (non-champion) Scythian Archers. Alternatives: - If the reforms idea is not implemented an "Iphicratids" tech (the special boots he introduced) could add infantry unit speed. - If the Philosopher unit is not implemented, a "Philosophy" tech could make techs slightly cheaper or faster to research. Or increase unit line of sight. Britons: An offensive civ with weaker but faster to build structures and a relatively good all around army (somewhat lacking cavalry). Reforms: - Needs Research Other: - Crossbreeding: Kennel tech increasing War Dog attack/Hp - Woad: Temple tech adding a fear aura to melee infantry (decreasing the attack speed or damage of melee enemies in range). - Give them back their faster built but weaker structures (even with less differences than before). Could also be slightly cheaper. Forts, Towers and Civ Centers could stay at average stats. Carthaginians: Focusing on navy, trade, mercenaries and strong defenses. Reforms: - Barcid/Late Armies, increases melee infantry armor and reduces mercenary cost (Through alliances with tribes and city states). Other: - Colonization (Civ Bonus): (Like Athens) Cheaper or faster to build Civ Centers or add the existing tech as a default bonus - Add exploration (unit/ship line of sight) as default Civ Bonus - Mass Production: Fortress tech increasing siege weapon train speed. They often had huge numbers of them. - Give them back their wall bonuses even if lesser and/or a tech increasing tower, fortress, barracks and wall hp. They had massive walls with built-in barracks, stables and elephant stables. - If we want Carthage to be the ultimate naval faction, let's not handicap them by having naval architects only at/for the military dock. - Naval Shipyard could also garrison a number of ships and possibly get an attack. More coming soon -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
Some General Suggestions and Tech Proposals: - Move all cavalry units (besides the starting scout) to the town phase. That's what all major RTS do for fast units, they have them at tier2+. A village wouldn't have a cavalry force anyway. Fits nicely with my stronger and costlier cavalry proposal as well. - Make Trade Ships able to garrison 20-30 units. 15 is too little for the ship closer to/ment to function as transport. - Give every faction reform techs. I can provide detailed information on this for all factions besides Celt and Iberian ones (would need some research). More info at faction specific proposals. - Add back the rank-up techs, but make them per unit-type and place them in the middle line of structure interface bellow each unit. This way you can make some of your units harder drilled by default and keep others better as workers. Makes sense historically as well, like a choice of core army units and simple levy units. It also gives the equivalent of Age Of Empires, medium/heavy/champion style upgrades. Or: - Paired techs could work fine per unit, like Ekdromoi (Hoplite speed)/Bronze Cuirass (Hoplite armor). I can come up with such for most units if it's desired, - Naval Prestige: Tech for Hellenistic factions (Macedon, Seleucid, Egypt) related to constructing big warships faster/cheaper/stronger. Macedon could use a top tier ship. It had a very strong navy including huge ships for a while. - Expert Sailors: Dock tech for Carthage, Athens and Ptolemies increasing ship speed. - Fanaticism/Ritual Sacrifice/Afterlife: Temple tech slightly increasing all unit attack speed and/or gather rate (like 5%) - Coinage: Market tech providing a tickle of metal income per ally (could also be shared between researching player and allies) - Fire Arrows: Tech making arrow firing units/ships/structures more effective vs ships/siege and wooden or all structures) - Import Elephants: Market tech unlocking War Elephant Champions for some factions (maybe with a limit). Some factions like Macedon, Persia and Rome, especially the former, occasionally used War Elephants. - Elephant Bells: Fortress/Elephant Stable tech adding a fear aura to elephants (or increasing an existing one. A fear aura should reduce nearby enemy damage or attack speed. - Composite Bows: Barracks or Blacksmith tech increasing archer, horse archer (and possibly ship/structure) range for Persians, Seleucids, Mauryans (named longbows here) and maybe Ptolemies. Could also work for roman auxiliary archers if they get implemented. - God choice: Several linked techs at the temple. Choosing a patron god would provide bonuses linked to the culture their worship would develop and their supposed attributes. Like Poseidon (Ships and Cavalry), Vulcan (Weapons/Armor) upgrades, Demeter (Farming), Melquart (Trade) etc. A number from 3 to anything per temple would work and also be a nice base for a mythology mode. - Map based Auxiliaries/Mercenaries/Satrapal Levies. An option to set "region" per map during creation on the editor. So if the map is set in Gaul, Carthaginians would hire Gallic mercenaries (in a single embassy structure), Rome auxiliaries, Seleucids/Persians train Gallic levies instead of some of their non core units. I guess this one goes a bit too far:p More Coming Soon -
My Suggestions After Testing Alpha 17 SVN (And In General)
Prodigal Son replied to Prodigal Son's topic in General Discussion
For the second part I have several suggestions on mostly new things rather than needed fixes and current gameplay. A balancing template (stolen from here and adjusted accordingly): This system allows for easy balance changes and understanding of unit stats and attributes. With it each unit has it's stats adjusted according to it's level (L). Exact modifiers per stat can change, those suggested should be close to current gameplay balance. Say units prove too expensive, you can adjust the resource cost modifier to something lower universally. If kill rates make the game too fast, dps can also be reduced universally. Pop Cost: 1xL Resource Cost: 100xL Train Time: 10xL Hp: 100xL Dps: 10xL Armor: 5xL Movement: Average Range: Melee Skills: N/A Then each unit can have some of it's stats modified to give it a more specific role. It's easy to keep track on how much and in what fields a unit is changed. I'm not going to mess with armor and attack types to keep it relatively simple for now. For example: Spearman (level 1) Pop Cost: 1 Resource Cost: 100 Train Time: 10 sec Hp: 120 (100 +20% bonus for spearman class) Dps: 10 (20 attack with a 2 sec cooldown as spear is a big weapon) Armor: 7 (5 +40% bonus for spearman class) Movement: Average Range: Melee (could be slightly larger, and even more for pikemen. Pikemen could also have lower collision to work better in groups, at least until syntagma formation is properly implemented) Skills: N/A Then for each faction more specifics could be applied for more historical flavor and varied gameplay: Sparabara (Persian Spearman) (level 1) Pop Cost: 1 Resource Cost: 80 (100 -20% as an untrained levy) Train Time: 8 sec (10 -20% as an untrained levy) Hp: 120 (100 + 20% bonus) Dps: 8 (10 -20% as an untrained levy) Armor: 5 (Removed bonus as it's a light unit compared to most spearmen) Movement: Average Range: Melee Skills: N/A Now, to a Cavalry unit: Cavalry Spearman (level 2) Pop Cost: 2 (Cavalry units were more rare, stronger per unit and there's a need to maintain the mount as well) Resource Cost: 200 Train Time: 20 sec Hp: 200 Dps: 24 (20 + 20% - until charge is implemented, since it's an offensive unit it needs an attack boost) Armor: 10 Movement: Fast (As mounted) Range: Melee Skills: N/A I have ideas on balancing each unit type this way, but will avoid making this part any longer. *A note here, I think cavalry also need a transported size of 2 (even more for elephants/large siege). The Persian skill in transporting cavalry which is translated in a (silly imo) bonus of training cavalry from ships could then be shifted to persian cavalry units having a trasported size of 1. *Units with bigger collision size need slightly better stats since they can be attacked by more enemies at the same time. Also lowering costs and train times like in the Persian Spearman example isn't perfect with the "citizen soldiers as workers" concept since it gives some factions an early game economic bonus, but imo it's a nice flavor and should be balanced on other ways. It partly does with having weaker troops that will die easier by rushes giving stat-boosting ranks to tougher units. More coming soon -
Let's start by saying that I will not go in detail with the well deserved praise to the team and all contributors for the game's development so far, but rather focus on fixes and proposals, instead of mentioning what I like. After testing Alpha 17 a bit ( a few games on both single and multiplayer, as well as a quite deep examination of changes for all units, techs, civs etc), some fixes come to mind first. Mind that I'm not 100% sure on all of them, that would need extensive multiplayer testing which I haven't done. SOME MINOR STUFF: SOME STRANGE STAT ISSUES: OTHER: A BALANCING TEMPLATE UNIT CLASS ROLES GENERAL SUGGESTIONS AND TECH PROPOSALS: CAMPAIGN: FACTION SPECIFICS Trying to make each faction unique through historical attributes. Note that the unit lists I'm mentioning are chosen mostly from a historical perspective, balance and uniqueness for each faction on that field would need lengthy discussions. ATHENIANS The Athenians should have bonuses on navy, expansion, infantry mobility, economy and research, with an expand and defend playstyle. Faster built or cheaper Civ Centers will allow quick expansion (simulating colonization or vassalization of other's colonies) with mobile infantry forces and navies to protect them or raid enemy holdings. Later on, Philosopher units can help the colonies flurish enhancing construction, economy and research, to make up for a slightly weak late game military. BRITONS The Britons should be an offensive civ with relatively cheap and weak (in defense) early units and weaker, faster built (wooden) structures. This makes them a viable booming faction as well. More research needed. CARTHAGINIANS The Carthaginians should have bonuses on naval trade, navy, exploration, expansion, defenses and mercenaries. Locating (with bonused scouting) and securing (with fast built or tough structures) metal deposits, to help them make the most out of their mercenary armies, as well as maintaining naval and trade superiority could be their core direction. GAULS The Gauls should be an offensive civ with relatively cheap and weak (in defense) early units and weaker, faster built (wooden) structures. This makes them a viable booming faction as well. Later on they get access to tougher units and upgrades. IBERIANS The Iberians are the ultimate turtle civ with several defensive bonuses and also specialize at guerilla warfare. Their units are quite varied but their navy is one of the weakest. MACEDONIANS The Macedonians field powerful cavalry, infantry and siege weapons and reliable missile units. A mostly offensive faction at early-mid game, that gets more staying power later on with reforms increasing the survivability of several units. MAURYANS The Mauryans could be an aggressive (rush) civ with weak, cheap and fast trained units, relatively weak and fast built (wooden) structures. This can also allow them to play with a booming playstyle, since cheap citizen-soldiers should give an early economic advantage. Their armies are rather weak with the exceptions of archery units and war elephants. PERSIANS The Persians excel at massing weak, cheap infantry units supported by equally cheap but formidable archers. But what really stands out is their cavalry arm, one of the strongest among all civs. Their structures are strong as well, although a little slower to build. PTOLEMIES The Ptolemies should have a well balanced military, with most troop types and better than average mercenaries, but that shouldn't be the core of their strength, somewhat lacking in champion units and military techs. Farming, research, naval and defense bonuses should make them a booming-defensive faction with a variety of secondary options. ROMANS The Romans might have somewhat weak cavalry, but make up for it with easy to mass tough infantry, strong siege weapons/structures and increasingly good technology as the game advances. SELEUCIDS The Seleucids probably have access to the largest troop variety of all civs, including several elite units and powerful reforms. Their other aspects could stay at average more or less for balance, even though historically they could have many other bonuses and their weaknesses don't translate well in RTS gameplay. SPARTANS The Spartans can be a very unique faction with early available, very limited, super-elite infantry supported by average to poor other units. Late game reforms can provide a reliable, massable unit in Cleomenian Pikemen and improve other troop classes through newly unlocked mercenaries, so that they can stand against other faction's now powerful armies. Helots can be used as a unique worker unit with the best default farming rate (even if slaves are added in general).
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I finally installed SVN, and it automatically used greek as my local language. So far, at the multiplayer lobby I've noticed a few issues: At the player list, their conditions (connected/busy etc) the greek equivalent words often overlap each other. Also the time is displayed as ΩΩ:λλ, with Leper saying someone should fix this back to HH:mm so the time can be correctly detected. Will update this with anything else I come across. Edit: Most unit, tech, and building translations are incomplete and more often than not partly wrong, as if an auto-translator was used.
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That's beautiful:)
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How about a choir of the lobby moderators singing "New Game Available"? Seriously awesome idea! It would fix the main issue that made me not wanting to play over the past few months. It could also have a disable button in the lobby for those not liking it.
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Auron summed up my feelings about it quite well... However, it's not a top priority, since it works and i don't want to distract valuable modelers from 0 AD, have them learn WC3 specifics etc. I have a link at the last(?) page of the thread I linked above for people wanting to check, since I was mostly away recently, but it has expired by now. I just don't want to spread it everywhere for now. If anyone wants the map I can send it though and feedback is very welcome.
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Hey and welcome:) 1) I think it's a design choice. Offensive civ centers near the opponent, followed by other buildings are not uncommon though. 2) Design choice again I think, but it works without problem imo, as requiring less or no buildings works as well. Not sure exactly what's behind it. 3) I've found treasures to be a huge advantage to people knowing the map, I could often gather almost all of them even vs good players. So I'm with you on that one. There's also a little randomness factor but that's not that big of an issue for me since I'm not a very hardcore player. 4) You can always use more workers to speed it up and I think it's pretty fine, but that also depends on the game pace each player likes.
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Yeah, those ones, thanks! I was especially looking for the AOM ones though. If such a thing is to be implemented in 0 AD, I can provide my wip list.