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Everything posted by wowgetoffyourcellphone
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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. -
Working on SSAO?
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New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
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New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
I think moving barracks and civic centers around the map will be too much for regular players. Can still include them with other features (like the Ox Cart transforming into yurts, maybe allowing the player to build outside their territory, etc.). -
Civ: Achaemenid Persians
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Pop caps would be adjusted.
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I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
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Civ: Dominate Romans (late Rome)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Saw them randomly on Reddit. Maybe one of the "Romans" subreddits. I subscribe to several. As far as I can tell, those images are pretty accurate. Probably would be a good stand in for an Imperial Field Army, rather than Limitae. -
Civ: Dominate Romans (late Rome)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Civ: Dominate Romans (late Rome)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est