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LordGood

0 A.D. Department Leader
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Everything posted by LordGood

  1. Lol maybe this topic is misunderstood; I mean a setting in the game menu that locks a single player or mp game's max phase.
  2. @av93 Auras don't stack like that, and I meant more small walls giving larger walls a bonus and reciprocated, not giving themselves bonuses. So a wall maze would be strong, but an unwise spending of stone. Say two temples are built nearly on top of each other, the heal factor is the same as one, even where the auras overlap.
  3. Does this mean Carthage gets to sacrifice babies?
  4. I was just reminiscing about feudal and dark age lock games in aok, and realized we don't really have anything like that here. I know it's not important, really, but village battles could be fun and interesting. And great for campaigns too.
  5. Here's a crazy idea, what if the walls had auras that would boost each other's hitpoints? That would encourage building them together for a stronger defense/stone ratio
  6. From the triple wall topic Ofc, these should replace or complement palisades for the Carthaginians no gate because animating is a pain in the butt and it'll look like that anyway
  7. I don't think that would work, town walls and Carthaginian walls have different footprints and obstruction boxes there would either be gaps or overlapping onto each other and surrounding buildings/units/resources
  8. They're a bit beefy in comparison to the other houses
  9. I got bored and made these, eye candy for Phoenician cities I suppose. although, they do fit all nice and snug in the house footprint...
  10. It would be cool to have a "last stand" tech which either lets women contribute to building attack and cp regen, or gives houses a small, slow attack. It would encourage the destroying of buildings block by block, which would hold some truth to the actual siege of Carthage. Maybe with such a strong defensive bonus have a unit train time penalty to shift the balance away from offense
  11. It would also be a pain in the butt for whoever is writing the release report
  12. Easy, a diminishing return of stone/defensive capability. Byrsa walls could be as expensive as they used to be, maybe have a gimmick like letting bolt shooters garrison on it
  13. Alright, so as it stands Carthaginian walls are big bulky annoying and expensive. I say, instead of this we actually have 3 different wall tiers? The current ones could be the Byrsa walls, then we could have good ol city walls, and replace their ability to build palisades with small walls? "but LordGood, that needs new models" lets just say I really like messing with the Carthaginian texture pack but this would be a gameplay change, so I'm wondering what everybody thinks first
  14. we've been in commit freeze since the 25th?
  15. Easiest way to do that now is to have the technology unlock when you have a certain amount of sheep
  16. That texture under the battlements on the tower seem a bit stretched, and another band of that towards the bottom would give more balance to the visual details. But who am I to be complaining about stretched textures haha looks good so far Might want to open a separate thread for this
  17. Played a 2 hour game as ptolemies against the Seleucids. Took them nearly all that time to start using traditional champs against me. Traditional army seems to be a particularly good counter to the ptolemies, actually, it made me think they need more champions.
  18. Because my way is easier, in fact it's so easy it's already done the crooked trees don't look good around buildings anyway.
  19. Ugh that's annoying. I'm going to have to make a building friendly actor for these
  20. Ha, nice so no Mycenaeans? Fracturing a mod like this with such a small team doesn't sound like it would do it justice. Tbh the age of empires approach of all empires at their respective heights duking it out sounds like it would garner the most attention. From what I've seen in the main game people are hungry for straight up Egyptians. Splitting them by kingdom might make your audience wary.
  21. I'm pretty sure the Ishtar gate was left out in previous alphas for QA reasons, it just doesn't look as refined as the rest of the set. There's a lot of empty space on that hall too, but the Persian details are there, so it still fits. Such a large and impressive gatehouse deserves an update to begin with, don't you think?
  22. They're all done, here's an end game shot on that nice Rouen map
  23. Lol can't commit anything right now but I got a good few things lined up for next svn, like that Persian ram, finally fixed that too. Haven't seen Enrique in a while though. Itll be nice to let wgoycp sweep by and give us his thoughts. I suppose I can work those other Celt structs then lol
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