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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. After discussion on IRC, we've come to the conclusion that the Iberian circuit wall is slightly overpowered. We believe that we should still make the Iberian player raidable, just make it difficult (instead of impossible as it is now). The solution we came up with was to remove the free gates and keep the open gaps in the wall. Secondly, we could remove auto-arrows from Wall Towers until a tech is researched in the Town Phase (a revamped "Night's Watch" tech). These two things combined could be enough of a nerf that we don't have to remove the circuit wall entirely, which would be a shame.
  2. I assume the percentage would be additive. So, you have 25% armour, but then research a tech that adds +10% armor, you would end up with 35% armor (not 27.5%).
  3. Yep, it all depends on your definition of "largest." Largest by land area? Population? Number of cats? I'll make the description more specific. Thanks guys.
  4. British war dogs completely changed, with their own new template (they no longer inherit from the Cavalry Spearman template). <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit"> <Armour> <Hack>1.0</Hack> <Pierce>1.0</Pierce> <Crush>1.0</Crush> </Armour> <Attack> <Melee> <Hack>15.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> <MaxRange>3.0</MaxRange> <RepeatTime>1000</RepeatTime> <Bonuses> <BonusSupport> <Classes>Support</Classes> <Multiplier>2.0</Multiplier> </BonusSupport> <BonusCav> <Classes>Cavalry</Classes> <Multiplier>1.5</Multiplier> </BonusCav> <BonusHunt> <Classes>Animal</Classes> <Multiplier>1.5</Multiplier> </BonusHunt> </Bonuses> <RestrictedClasses datatype="tokens">Structure</RestrictedClasses> </Melee> <Charge> <Hack>45.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> <MaxRange>3.0</MaxRange> <MinRange>0.0</MinRange> <Bonuses> <BonusSupport> <Classes>Support</Classes> <Multiplier>2.0</Multiplier> </BonusSupport> <BonusCav> <Classes>Cavalry</Classes> <Multiplier>1.5</Multiplier> </BonusCav> <BonusHunt> <Classes>Animal</Classes> <Multiplier>1.5</Multiplier> </BonusHunt> </Bonuses> <RestrictedClasses datatype="tokens">Structure</RestrictedClasses> </Charge> <Slaughter> <Hack>1000.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> <MaxRange>3.0</MaxRange> </Slaughter> </Attack> <Cost> <BuildTime>10</BuildTime> <Population>1</Population> <Resources> <food>100</food> <wood>0</wood> <stone>0</stone> <metal>0</metal> </Resources> </Cost> <Footprint> <Circle radius="3.0"/> <Height>3.0</Height> </Footprint> <Health> <Max>100</Max> </Health> <Identity> <Classes datatype="tokens">Dog Organic</Classes> <GenericName>War Dog</GenericName> <Rank>Basic</Rank> <Tooltip>Counters: 2x vs. Support, 1.5x vs. Cavalry and Animals. Cannot attack structures.</Tooltip> </Identity> <Loot> <xp>130</xp> <food>10</food> <wood>0</wood> <stone>0</stone> <metal>0</metal> </Loot> <Obstruction> <Unit radius="1.0"/> </Obstruction> <Promotion> <RequiredXp>100</RequiredXp> </Promotion> <ResourceGatherer disable=""/> <Selectable> <Overlay> <Texture> <MainTexture>arrow/256x256.png</MainTexture> <MainTextureMask>arrow/256x256_mask.png</MainTextureMask> </Texture> </Overlay> </Selectable> <Sound> <SoundGroups> <select>voice/celts/civ/civ_dog_bark.xml</select> <order_walk>voice/celts/civ/civ_dog_move.xml</order_walk> <order_attack>voice/celts/civ/civ_dog_move.xml</order_attack> <order_gather>voice/celts/civ/civ_dog_move.xml</order_gather> <order_repair>voice/celts/civ/civ_dog_move.xml</order_repair> <walk>actor/mounted/movement/walk.xml</walk> <run>actor/mounted/movement/walk.xml</run> <attack>attack/weapon/sword.xml</attack> <death>actor/fauna/death/death_animal_gen.xml</death> <trained>interface/alarm/alarm_create_cav.xml</trained> </SoundGroups> </Sound> <StatusBars> <HeightOffset>6.5</HeightOffset> </StatusBars> <UnitMotion> <WalkSpeed>11.0</WalkSpeed> <Run> <Speed>30.0</Speed> <Range>600.0</Range> <RangeMin>5.0</RangeMin> </Run> </UnitMotion> <Vision> <Range>40</Range> </Vision> </Entity> Please forgive the indentation inconsistency.
  5. The elephant UVs need tweaked. Maybe we can chat about it when you have the chance.
  6. If we're going to make a radical change to the way armour is calculated in the name of simplicity, then why add complications? If we change to a percentage armour, then it should be a simple percentage.
  7. Indeed. I am also having trouble with coming up with a good texture for a hypothetical Ptolemaic elephant. The problem lies with the model's UV mapping. This means the model's UV will need adjusting by someone. Anyone want to jump on it?
  8. Ptolemaic (smaller, unarmoured) and Seleucid (armoured) war elephants.
  9. I suggest we just add a slider. lol Better yet, the layout of the history section should be redesigned.
  10. http://unade25.blogspot.com.es/2013/01/juegos-en-linux-2-0-ad.html
  11. Sure, something like that is fine. Whatever way is chosen, the point is clear: More military activity = more available slaves.
  12. I think the rising and falling of the building could be the indicator.
  13. Agreed to this. The number of slaves available would vary depending on the rate of casualties, plus some automatic rebound (like how bartering rates recover over time). Also, Persians would not have access to slaves, but would have additional bartering and trading techs to compensate.A few more details: Slaves eventually die. The more a slave works, the less health they have. Slaves cost no population.
  14. Well, "Minoans" is a modern invented name for the people of Bronze Age Crete. "Sea People" is a name most students of history would know.
  15. Both. What would you prefer to do? The 3 elephants can be three different prop points and we use the regular elephant mesh and idles, or they can just be static props with AO.
  16. Not bad, but I think props can be asymmetrical (to break up the symmetry of the building).
  17. My pet theory is that the "Sea Peoples" were just displaced Mycenaeans, but I'm not sure if that's been definitively debunked or not.
  18. Nice job. Last requests: Some shield props and maybe some water troughs?
  19. It's still in the game... Anyway, we have a newer Asian elephant model already, it just needs tweaked (some loops added) for rigging and animating.
  20. Cavalry Archer. Basic has one dude on its back. Advanced has 2. Elite has 3. Notice the red colored designs painted on the elephant's skin. Also, note the bells hanging from the neck. War Elephant champion siege unit. Notice how the armour hangs under the elephant. Either Chandragupta Maurya or Ashoka the Great will ride an elephant with a howdah on top, like this:
  21. I think it needs some more player color (something all of the Mauryan buildings lack). Perhaps something like this:
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