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Prodigal Son

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Everything posted by Prodigal Son

  1. That's great, thanks for adding the mods including mine:)
  2. I hope the don't sue me:p. Not that it's some amazing or super-original name anyway. Any gameplay-related ideas to have a better and realistic function compared to the core game or "my" (classic RTS) idea? I'd like to have workers as one unit, but have them spawn with a random sex. This is currently an issue from what I've asked/learned since handling different voices related to different versions of the same actor isn't in the game code yet. So it would cause some females having male voices for example. It will have to wait for the feature implementation, or I might add temporary male workers. Thanks for the support, it will be done little by little:)
  3. The main bulk of the major changes is done. This means I'll be ready and happy to play with anyone who can from now on:) Updating the documentation might take a while though.
  4. I'll download and contact you for playing within the following days:)
  5. Indeed, but that will have to wait for the core of the mod to be ready. The changes might seem little because there are not something visible at first sight (like new graphics/models), but it's taken a decent amount of work so far and will need much more. Another thought, if/when I get to create single player scenarios/campaigns might be doing them for the core game instead.
  6. That might be possible (I'll have to check/ask) but I'm not sure about it. For now the Gauls can research a mass migration tech which allows them to build anywhere. Also Niektb just reminded me of adding extra Civs, were artwork is not needed. If someone edits tents create some variety I might consider adding a nomad civ (possibly Scythians) who will be able to build anywhere by default.
  7. Many of those bonuses are outdated, I'll update them soon. It now weakens levy (non-champion) soldiers and buffs worker rates.
  8. You mean making them build 50% slower in neutral territory? Either way different construction speeds would need extra versions of those structures, in an already structure-heavy interface. I also think that people would generally gather close to their settlements, not in some faraway land. That could work. I'm considering to have it as a Roman specific, possibly for turf walls and army camps only.
  9. I bet there's many more who get it, but yeah it's going to play a part in this mod. It's one of the major changes I'm currently working on. I've decided for it, to further differentiate the mod from the core game. I completely agree it's a great feature, with many pros, but it also has it's cons. It's realism is debatable. I can see that many workers could double as levy troops, but in any state that would be only a portion of the population. Also, weapons appearing out of nowhere for a working woodcutter for example isn't realistic and moving to a structure to equip isn't implemented (nor desirable gameplay-wise imo). Females as the only workers is only a placeholder, I plan to have males as well. It also breaks the early game economic balance if I further differentiate early unit costs, power and train times between civs, which is in the to do list. It makes raiding far less viable since workers can fight back with an equal power to the raiders. I'm also considering to have 1 worker per farm. That would make raiding the farming economy more important since farms will have to be more and more spread out to provide the needed food, and raiding farms was an important asset of warfare. Males will be viable farmers as well, which is also realistic. In conclusion I can't say one choice is bad and the other is good, just a different gameplay approach, more realistic at some parts and less at other. Have an open mind till you see it's final form, then judge it:)
  10. Great:) Check this for now. I'll update and improve the documentation with a storm of changes pretty soon and after that it will be the right time for some major playtesting.
  11. Yeah, it's pretty much still messy, and will be so for a couple of days more until i finish some work on it. One idea is to have it represent villages or noble houses/estates (with some tech buffs for elite units as well) if it's shared and not Celt only.
  12. When did you play it? Currently I'm halfway through rebalancing many things, with civs and units at different/inbalanced states. However, more units got an increase on train times than a decrease, and maybe the opposite on resource costs. The goal is having some units spammy and weak, some non-spammy and strong, and some in-between. It's among the things aimed at further unit differentiation, certainly not ready yet though. Early units, especially ranged, tend to be more weak and spammy in general. Btw I found a function for your beloved tavern:). Not far from it's original one but it gets a new meaning with houses unable to train workers now. I'm still thinking on if I should let this as a celtic bonus or look for equivalents for other civs as well. The thought is having mini CC-like structures, buildable in owned territory and limited to one, with their limit going up by building extra CCs. It should fit with booming strategies, while the limit, cost and their inability to attack will balance it.
  13. Thanks and np:) I've got some pretty major changes coming up soon btw. End of off-topic:p
  14. Perhaps you could slightly edit the terrain to make the east more of a block of land by removing that north-east "lake", and place a new Isthmus to the west? This would make the geography of the region much closer to accurate without major edits. Still Marathon and Athens would be rather misslocated though. Besides the geography restrictions the use of the pre-made map causes, it looks great:)
  15. Yes most of those made by fingolfin with textures from 0 A.D. I'll ask him, he'll probably be ok with that. I'll pm you the unprotected map, you can ask me on any specific resource you might want to use, I remember the source for some, I can spot it for some of the rest and some are free to use anyway.
  16. I have an unprotected version of this I could give you. The only issue might be that I asked for edit permission for some models specifically for this mod so thehiveworkshop's rules might be violated unless the creators are asked again for general permission and grant it. And this will be rather time-consuming since the models are quite many and I can't remember what was by whom.
  17. Doing so for gameplay reasons. They won't be elite units stat-wise. Their champion status will be given by low cost and train time. This gives a unique late game unit and avoids giving them 2 citizen pikeman units.
  18. That solution is like 5-10 mins of work, so it's worth it even if it's going to be replaced at some point. I'm not even sure the decision on auto-skirmish or not will change once more game functions are implemented anyway, we'll have to wait and see for that.
  19. I wasn't trying to justify minimum range historically, that part of my comment is on the debate on if ranged cav automicro should be removed, gameplay wise, since that debate is going on for a while now. I suggested a happy medium solution. Want your ranged cavalry to skirmish by itself so you can focus on other things? Pay for a tech.
  20. If scythed chariots were to be used in their normal role, I'd say have them be low defense, high attack units with trample damage and a weakness to piercing attacks. Since they are essential a buffed horse archer currently, we could treat them as such, maybe with an extra weakness to crush, since they are large targets. Ranged Cavalry/Chariot automicro could be gone, and unlocked with a mid/late game tech adding back their minimum range as an intermediate solution.
  21. Nice! If you find installation easy and got it ready soon, I might be up for a game even now. If it takes long or you can't play now I'll go sleep and we can play some other time:)
  22. Before shifting my modding attention to 0 AD, I was working on a Warcraft III: The Frozen Throne RTS map/mod (which I will hopefully keep updating little by little), also named Ancient Empires. It took over a year of in and out work to finally release the first beta a few days ago. Gameplay is heavily 0 AD/AOE influenced with the obvious WC3 mechanics and limitations. It even includes a wide range of 0 AD icons and textures. If you own WC3, you can give it a try here (extremely easy to install, like any WC3 map). Features: Civ Attributes:
  23. While the mod is far from complete, it has reached a state were the combat is rebalanced many techs are added and all currently decided civ bonuses are implemented. This means it is at a playable state close to the one of the core game and I'm glad to say civs feel more unique now in general. I'd like to see how the changes work out in practice balance-wise though and I wasn't able to get many multiplayer games so far. If you're interested in helping, you can leave a reply here or pm me. You can find out how to install/update to current version here. Edit: Structures, siege and ships rebalanced as well.
  24. I remember from discussion on them that they would have it by default, which makes sense. For Gauls it also makes sense, they often migrated en mass in the game's era. Since this isn't the core game anyway and no nomadic civs will be added for a long while, I'd like to have this bonus in, or at least test it's functionality. The plan is to have it as a relatively expensive late game tech. Edit: It's actually implemented, I mean it needs to be tested balance-wise. Might also give a hint on nomad civ function and balance.
  25. A thread for suggestions unrelated to existing threads.
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