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Everything posted by wowgetoffyourcellphone
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Maybe stop being so pretentious
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Honestly, something simpler looks great as well. Without all of the props on the hill. The base surrounded by stelae.
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For Sarmatians, I'd say focus on the era when they had the most impact on their neighbors and/or were their most powerful. I know this can be vague, but I think a good reference point can be decided.
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I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
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I think this is the best attempt so far at a Kurgan. I'm not sure what the volcano part is about though.
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I think we can make a new prop to go on the back of the wagon cart that looks like this. The cones sticking out from the wheels over the hubs would make for a nice little detail too.
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Right. Standard construction still requires own territory, but the buildings don't decay if cutoff from a root. The only thing that bypasses this is when you convert an Ox Cart to a house or storehouse in neutral territory. It's a nod to nomadism that doesn't completely remove the territory dynamic.
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I've been working on the Scythians a lot lately for DE (and eventual inclusion on EA. R29?). Ported over a few assets from Endovelico. Made some actor and mesh improvements, rethought a few things, etc. An updated direction for the Market. This is just a mockup, but easily accomplished: Their "Academy" (Imperial Academy/Syssiton/Gymnaseion) structure, the Royal Yurt. Trains champions and heroes: Stable, by @Duileoga: Corral: Ovoo: Thoughts: Google Translate now has the Ossetian language, which is the closest living language to Ancient Scythian. Let's leverage Ossetian for SpecificNaming. Nomadism Buildings auto-build, but have -50% health and capture points. While they are easier to destroy or capture, they also don't capture decay in neutral territory (they don't require territory roots). Receive special Ox Carts which are mobile resource dropsites (like the German ones) but can also transform into Houses and Storehouses at-will (and back) in own/allied/neutral territory. The Civic Center +25% territory influence radius (a great bonus), but its weight is -50% less than normal (their borders push much less against enemy borders than other civs do). Scythian Commoners (their Citizen-Civilians) have a range attack (use bows instead of knives) and an attack bonus vs. fauna. These traits can go to any nomadic civilization we may include, such as Xiongnu or Huns. Pastoralism Corral technologies research instantly. Receive a special Corral technology: Extensive Husbandry (boosts ranching) Receive a special Corral technology: Falconry (boosts Cavalry vision range and hunting) Raiders and Plunderers Scythian Maiden Huntresses +500% (TBD) loot while killing enemy units or destroying enemy buildings. These units are glass cannons, but if used right can more than pay for themselves in loot gained before they are killed. Scythian Buildings and Units only give half-loot when killed. Winds of the Steppe A team bonus for Cavalry or Stables or both. The cult of Scythian Ares The Scythian Ovoos are their primary territory pushers. No other structures besides Civic Centers and the Fortress (see below) have territory radius effects. The Ovoo also has an aura that boosts soldier attacks ("Sword of Ares") and Priestess stats ("Cult of Ares"). Scythian Priestesses can also pray here to get resources (TBD). Ovoos cost stone and metal and are very very tough and uncapturable (must be destroyed). Eventually we can create a new model which is the wooden platform with the sword at the top as described in the Histories. Maybe we can change the cost to Wood and Metal then, or give the Scythians the option to build either the stone ovoo or the wooden platform. Fortress The Scythians do receive a stone Fortress structure, but it's treated like a special building in that only 1 may be built. It becomes available in Town Phase. It has a territory radius, but functions more like a hard point for defense or offensive push, more typical of a redoubt. Fortress units (Champions and Heroes) are moved to the Royal Yurt (see image above, information below) as well as standard Fortress techs. The Fortress does get to train the Scythian Battering Ram in Town Phase and research the ram's relevant siege technologies. Royal Yurt Their "Academy" type structure, similar to the Spartan Syssition, the Han Imperial Academy, and or the Athenian Gymnasium in that it trains Champions and Heroes and researches relevant techs. It's also given the standard Fortress techs, such as Espionage and Will to Fight. Can invent a Special Tech for here. Maybe "Cavalry Tradition" or a special rank promotion tech applicable only to Cavalry. Technologies A special Forge technology: Goldsmithing (a boost to Market/Trading). The only Forge tech in the game with a specific economic effect. A special Forge technology: Composite Bows (boosts infantry and cavalry archers specifically). Replaces the final melee attack tech. They receive Archery Tradition like the Persians. Most technologies, except those in the Civic Center, take 25% longer to research or cost 20% more (TBD). I think something like I outlined (the exact values of things open for balance and design) keeps the core territory gameplay of 0 A.D., but adds enough distinctive features to make them feel a lot different than the other more "sedentary" civilizations. For DE specifically, I'll differentiate them even more with Cult Statues, Scouts, Cavalry are builders etc. But for EA I think what I've outlined is more than enough. What think?
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Why aren't you making this a pull request?
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Multiple Markets for Trade Routes?
wowgetoffyourcellphone replied to yu210148's topic in Gameplay Discussion
This isn't already a thing? Could have sworn it is... -
Yeah, in DE, capturing has been modified quite a bit. So, the more Civic Centers you build or capture, the less loyalty they have. It's called the 'Public Order Penalty.' As the empire grows, your Civic Centers are less loyal, essentially. It's part of self-balancing I'm trying out, to see if I can reducing snowballing. Building Temples and capturing Shrines reduces this effect with the 'Public Order" bonus. This is all crucial, because most other buildings have their capturability removed, except the Civic Center. Capturing the Civic Center is the primary focus.
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
Even just a Shipyard for each civ would be nice and make things a little more dynamic for the naval aspect. That way you're not overloading the Dock with stuff. The Carthaginian Shipyard would remain unique, being larger and stronger than the others. -
==[TASK]== Variate Han Ministers
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Official tasks
Sure, but this is an art task. -
In DE, they give all of your capturable buildings more capture points. They also heal nearby units and you can train Elite Healers there of their specific culture. From the Greek ones you can train the healer hero Hippocrates (only once) and research Oracle of Delphi. I'd like to come up with healer heroes and 1 special tech for each cultural shrine. In base game, they just heal nearby troops and you can train healers from them. They're basically capturable temples in that case, but with no techs. It would be nice to be able to include these and other things, like Cultural Artifacts and Mercenary Camps, in random maps, toggle-able by the game host like how Catafalques can be turned off and on. In DE, Cultural Artifacts give you a trickle of glory resource. In base game, perhaps a buff to capturing. In DE, Mercenary Camps give you the ability to train 30 mercenaries, which cost 0 population, specific to the culture of the camp. There's also a camp which trains mercenaries specific to the civ you are playing. Each player has one of those civ-specific camps nearby, while the cultural camps, based on where the map represents, are scattered across the map.
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https://lkchensword.com/shop-1/ols/categories/han-dynasty-202-bc---220-ad
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We could improve the Han Ministers with new props (specifically head gear) and textures. There were 9 of them, so it would be nice to have perhaps 9 variations. (Two in the back^)
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What do you think 0 A.D. lacks?
wowgetoffyourcellphone replied to Deicide4u's topic in General Discussion
I'd honestly like to introduce the promotion upgrades as seen in DE. Probably double the base XP needed to promote, then introduce techs that promote them all to the next rank for a cost. That way you don't lose auto-leveling, but you can have the techs that introduce progression. Perhaps standardize it thusly: All C-S classes get the Advanced Rank promotion tech, but each civ only gets the Elite Rank promotion tech for one C-S that's their signature C-S unit. Hoplites, for example, for Athens and Sparta, Archers for Persia, Swordsmen for Republican Rome, etc.
