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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Updated with the new SpecificName/GenericName paradigm.
  2. Maybe we can give the bridge sides some obstructions in the templates.
  3. I think ideally they wouldn't have to stop, park, and fire like a land catapult would have to. They should be able to fire missiles as the ship is moving. It's a video game. It would be nice to have additional bonuses for garrisoning units aboard.
  4. This seems logical and probably something we'd implement. Same would go for ships.
  5. I do believe you are mistaken.
  6. About 8 or so new units released in Alpha VI. You'll have to wait to see which.
  7. The "take off" part is pretty much already in, but sticking that landing isn't yet.
  8. Flora reminds me of bacteria. :/
  9. We talked about making a WWII minimod (one idea of mine was the Me-262 German jet fighter). However, we decided it would be best to release a wider variety of Easter egg objects to help spur and inspire modders and modding teams.
  10. Yeah I just took about 10 new ones. I'll upload a few.
  11. Then again, maybe not! muahaha aha ahahaha aha haha
  12. Thank you for this! Quite a bit of our game's translations have been cobbled together by many different people from many many many many sources over the course of many years. So, there are bound to be quite a few errors and inconsistencies. There are many many publications in English regarding Greek and Roman themes, while very little is published about the Persians. This is a shame, because I'd love to see some full-bodied work and attention being given to the Achamaenid period. It would be good if someone else with knowledge of Old Persian could comment on your post. A few months ago we had a running debate between a couple of Greek speakers regarding the Greek terms in our game. Through that discussion we all came to a consensus on many conflicting terms and finally, I think, made something consistent and mostly correct. My hope is we can get something here along those lines.
  13. I wouldn't tie trading and bartering with what is in the players' treasuries. Seems needlessly restrictive. Also, from the wiki: Imagine a trading cart speed tech reducing the amount of time per trip, thus actually generating less supply per trip. I'd rather just use a simple distance calculation.
  14. TBH, Bartering would be a huge addition to Alpha 7 if one was so inclined.
  15. The Market is currently useless.
  16. I lol'ed. Although I think torture is out of the question, it could be one feature that if your spy is killed, then the player who killed him gets vision of your base for a short time (restricted to the starting Civic Centre's vision range maybe?).
  17. Getting a javascript BOOLEAN error when I win a match and the fog of war lifts. This also occurs when I turn off the FOW with the dev console and attempt to turn it back on.
  18. I think to look nice, the "front" of buildings should point to the bottom right of the screen. This is how we've modeled the buildings to look. Buildings should generally point this direction (except the Dock of course, which should point perpendicular to the shoreline), maybe within a 10 degree variance. EDIT: Hehe, the Jubot yesterday made TONS of Mills along the back side of the map (and didn't make any Towers at all). I rolled in with my armies and slaughtered them like cattle on festival day!
  19. How about you are allowed 1 per player on the map. So, if it's a 3v3 you can have up to 6 spies. If it's a 6 player FFA, then you can have 6 spies. One 1 spy per number of teams.
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