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Mythos_Ruler

WFG Retired
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Posts posted by Mythos_Ruler

  1. I think one (easy?) way to "fix" this would be to ensure units form up with their group, even when the group has stopped moving. Right now, when the main group has reached the destination, all those other units that have not yet caught up to the group stop moving too. I think running was supposed to help this by allowing units to get into formation quicker.

    • Like 1
  2. We should really make a tutorial on how to make a new faction. But the first thing you need to do is create a civ json file in public/civs. Just use an existing one as a template. In the civ *.json file you create the code word for the civ, like "brit" or "mace" or "ptol". In your case it would be "germ" or something like this. This is step 1 out of 100 to make a new civ. ;) Now every unit and building entity template you make in public\simulation\templates\units and public\simulation\templates\structures can use "germ" for its civ. I highly recommend looking at the existing templates to see how this is all done.

    Like I said, there are many steps on the road to making a civ. Others who have more time can give you more details.

    • Like 1
  3. What should the abbreviations be? Some of these factions are listed just for completeness, not to insinuate that they /will/ be included.

    achae = Achaemenid Persians

    sass = Sassanid Persians

    parth = Parthians

    rep = Republican Romans

    imp = Imperial Romans

    byz = Late Romans/Eastern Romans

    gupt = Gupta Indians

    hun = Huns

    sarm = Sarmatians

    dac = Dacians

    goth = Goths

    germ = Generic Germans

    thrac = Thracians

    perg = Pergamenes

    sele = Seleucids

    lusit = Lusitanians

    nub = Nubians

    heb = Hebrews

    pont = Pontians

    arme = Armenians

    Any suggestions for alteration?

  4. and Sassanids,my hey are same Empire with different dynasties?

    The Sassanids were a Persian dynasty, not Parthian. This is what sparked the proposal to rename the "Persians" in Part 1 to Achaemenids and the possible "Persians" in Part 2 to "Sassanids." There is no such need for the Parthians.

    • Like 1
  5. Here's a little test for an attack animation. Probably not going to be used, because it takes more time positioning than attacking. I think a simple paw swipe or a simpler motion may work better.

    vrbGEq.gif

    It's okay that it is a long cycle. We can just make the attack time longer in the entity template and increase the attack value to compensate. Though, I would like to see other variations of attack, because I think a tiger would be a lot more violent.

  6. Demotic (7th century BC – 5th century AD, Late Period through Roman times)

    Looks like we should use Demotic Egyptian when at all possible.

    We need:

    • House/Household
    • Storehouse/Mining Camp/Lumber Camp
    • Farmstead/Granary
    • Farm Field/Farmer's Field/Farm
    • Corral/Livestock Pen/Barn
    • Dock
    • Palisade/Wooden Wall
    • Outpost/Scout Tower
    • Barracks
    • Blacksmith/Armory
    • Civic Center/Town Center/Plaza
    • Temple
    • Market/Marketplace/Bazaar
    • Defense Tower/Fortified Tower
    • Stone Wall/City Wall
    • Wall Tower/Wall Turret
    • City Gates
    • Fortress/Citadel
    • Like 1
  7. Has anybody mentioned Athenian Marine's name before?

    I think it should be "Epibates Athenaikos" instead of "Epibastes Athenaikos".

    Source: Perseus

    Fixed. Thanks. :)

    Now, to everyone else! We need names for the Ptolemaic Buildings! :) We have names for a few special buildings (lighthouse, military settlement, library) and we've used Greek for those for obvious reasons, but for the rest, like Civic Center, House, Dock, etc. I think it would be a good detail to use Anglicized or transliterated ancient Egyptian.

  8. Walls in early stages of the game are particularly strong, especially for starting Iberians, IMO that is partly because of embedded automatic wall towers. Perhaps the attack on these should be an upgrade and not something they start with?

    Yep, that's how it's going to be.

    Sentries = Unlock default arrows.

    Night's Watch = Double default arrows.

    Engineering Crews = Towers shoot siege bolts (think "ballista towers", only certain civs would get this).

    • Like 2
  9. Their art influenced the Germanic and, to a lesser extent, the Classical world.

    The article makes a clear distinction here between Germanic and La Tene cultures. That map you posted spans 500 years and multiple migrations and movements and likely takes into account evidence of trade goods and the like, e.g., if a Germanic site shows evidence of La Tene trade goods, then it was "influenced" by La Tene culture and therefor was part of its "sphere." That does not mean that the Germanics at these sites were Celts.

  10. Also, you have to look at a unit's "health" stats in a different light. "Health" in a game like this doesn't strictly mean how healthy that unit is, it's more abstract than that. Would a soldier with 5% "Health" still be standing around looking all awesome with his sword and shield? Or should he realistically be crawling around on the ground or being helped off the battlefield by some of his comrades? So, already the concept is very abstract and can include things like luck, skill, courage, and health.

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