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wowgetoffyourcellphone

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  1. I honestly would like to implement DE's Carthaginian embassy system, whereby building these Embassies (which have special techs in each) you unlock training of their ethnic units at the Barracks/Range/Stable respectively. Something to consider.
  2. In cases such as this, let's just outright remove the worst versions and consolidate them into the "Hyrcanian Shores" map with custom biomes. So, choosing Kerala uses the India biome assets, while choosing Phoenician Levant uses the Aegean-Anatolian biome assets. There are probably a lot of other examples of "lakes" style maps or "a river runs through it", where multiple maps can be consolidated into one and you can get variety with custom biomes.
  3. The current build distance for defense towers was to prevent spam back when towers were OP. So, a minimum distance was implemented, but since then the relative strength of towers has decrease making the minimum distance a little suspect. @real_tabasco_sauce I think this should be looked into.
  4. I want this, honestly. Call it the "Academy" class building. It trains Champions, while Fortresses train heroes (and a new Spy unit).
  5. In Delenda Est, all civilians are 1 pop, infantry 2 pop, and cavalry 3 pop, etc.
  6. Yeah, it looks very nice. We should make our own version, of course, with 0 A.D. aesthetics.
  7. May I suggest we find that one thread where someone made a cool chart ranking all the maps on various criteria. Then perhaps agree on a "top 20" list of maps we will definitely keep and improve, then the next 20, and maybe have a max of 50 total we will bother putting effort into improving. The rest can be moved to an official maps mod.
  8. This is a very low priority feature, but it would be neat to have a few music player Ui buttons where you can play, pause, or skip to next music track. With a json, we could curate an "Atlas-only" music playlist just for this. We'd choose the quieter, more calming tracks.
  9. That looks really nice. thanks for the reference.
  10. I think generically "shade" works better here, for authentic flavor. Perhaps we could look up what each culture called the "soul", but to my English speaking ears, "soul" sounds Christianized, while "shade" sounds more pagan and more authentic to the period of the game. Now, for Gothic and Late Roman civs, "soul" (to my ears) would sound perfectly fine. YMMV.
  11. This is very important. Thank you for mentioning this. It's very important to emphasize how different the Ptolemaic age was from earlier Egyptian epochs. This was a time of rapid change for sure and it's good to emphasize this fact. Also perhaps mention though that this syncretism was probably largely focused on urban and cult centers, while rural areas were probably largely still practicing the old ways for decades, even centuries after the conquests of Alexander and Caesar. This dichotomy is seen throughout the world, actually. An example of this is the very long and winding adoption of Christianity throughout Europe, where various forms of paganism were still practiced in the countryside for over a thousand years after Europe had "officially" Christianized. Back to Ptolemies, the Serapis cult can be emphasized for its importance to the political and social order, but I think a strong mention of the Isis cult is warranted. You see Isis worship throughout the Mediterranean, while notsomuch for Serapis. Cleaopatra herself worshipped Isis and styled herself as Isis incarnate (at least it was written about her; possibly to "Orientalize" her to Roman citizens, but perhaps has a strong kernel of truth). A cursory mention of the rest of the Egyptian pantheon can help add flavor. Everyone loves flavor.
  12. You're right. Currently, most animations place the "impact" moment in the middle of the animation cycle. If we had an animator on board, we could make the "impact" moment of the animation within the first 20% of the animation and back load the last 80% of the animation with "preparing to strike." Alas, requires an animator and then some work to sync the animation times in the variant files, but this would greatly help the visual aspect by making impacts wave around into empty air less often. EDIT: Strike -> Impact. Also, you guys are already talking about this, but I thought to just add my tuppence.
  13. Right, but you can do things to make standing and fighting stronger. It's just a change that can be worked around.
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