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wowgetoffyourcellphone

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Posts posted by wowgetoffyourcellphone

  1. 7 hours ago, PyrrhicVictoryGuy said:

    Thanks @Freagarach, I just wanted to see if I got the badics down since I didn't find anything on the wiki about techs. About your last point about ther persian znd kart techs , these affect the civic center right? As they have the civic tag, but what if i wanted target buildins like houses and barracks but not towers , forts or Cc?

    You look in the parent templates for the classes. :) 

    For instance:

      <Identity>
        <GenericName>Archery Range</GenericName>
        <SpecificName>Archery Range</SpecificName>
        <Tooltip>Train ranged citizen-infantry. Research training improvements for ranged infantry.</Tooltip>
        <Icon>structures/range.png</Icon>
        <Classes datatype="tokens">ArcheryRange</Classes>
        <VisibleClasses datatype="tokens">
    	  Village
    	  Range
        </VisibleClasses>
        <RequiredTechnology>phase_village</RequiredTechnology>
      </Identity>

    This section of the archery range template (in Delenda Est) tells you there are 3 classes added: ArcheryRange, Village, and Range. You can use any of those classes for the "affects" line in a tech:

        "affects": ["Range"],

     

    If you wanted to affect Ranges and Houses, it would be:

    	"affects": ["Range", "House"],

    Because the House template has "House" as a class.

    • Thanks 1
  2. 5 hours ago, Mentuhotep said:

    This is yet again another ploy to try and not teach history as it is and separate the blackness of Ancient Egypt

    :rolleyes: On the contrary, the "blackness" of the 25th Dynasty of Egypt is well understood and acknowledged by the team. What is rejected is binary thinking such as "these people are black and these others are not," when reality paints a more nuanced picture full of gradations. Along the Nile could be found and still can be found a spectrum of melanin content from very dark black to light brown. The very much black African @Sundiata who curated this thread can speak more on this. His nefarious agenda may surprise you.

    • Like 3
  3. On 16/07/2021 at 8:20 AM, Lopess said:

    Were different textures and models not enough? Archers and spearmen are men, but they are not confused with each other.

     

    Yeah, it kills me how good ideas for this game constantly get put on the back burner because 1 person has some minor quibble. Were male villagers in Age of Empires ever confused with soldiers? No.

    • Like 2
  4. 21 minutes ago, Yekaterina said:

    what about adding a button to switch between ramming, arrow and artillery? That gives the player more control and makes the ship more useful and pro-friendly. 

    Think about it this way. Every feature we add to the combat takes more APM. So, if we want ramming and ranged attack switching, you're looking at reducing the number of ships you're going to want to micro. At least with ramming, it could be semi-automatic (once the ability recharges, the ship's unitAI could wait X number of seconds before self-initiating a ram, a rather simple thing to do; the player can always override and initiate the ram manually or manually task the ship to something else). With ships weapon switching, can there be any semi-automation there? I take it, each attack type should have its own unique benefits and drawbacks, but can the unitAI self-determine which attack to use based on the benefits and drawbacks? Do you need additional manual input from the player?

    • Like 1
  5. 1 hour ago, Angen said:

    Current issue with foundation is that they do not provide any vision by themselves

    I thought at one point they did? (a small visual that would otherwise be inconsequential, just big enough to be selected and see its progress/health).

    32 minutes ago, Gurken Khan said:

    I got the words the first time, I just didn't want to believe it. And it also doesn't make it clear to me why my women would have more vision on the object while hammering on it in the second pic than while hammering on it in the first pic.

    Position of the units.

  6. 7 hours ago, Yekaterina said:

    Also where are the ramming features of Quinqueremes and Triemes?

    I honestly think this would go hand-in-hand with a charging and running feature for land units. Same concept, just extended to ships. So, if someone were to want to add charging to soldiers, they could easily add it to ships at the same time with little essential difference between the 2, unless we wanted to add some kind of cool-down time between ram attacks (which we might want to add to soldier charging anyway too).

    • Like 1
  7. 3 hours ago, Gurken Khan said:

    I do my best to keep my soldiers away from warships because of that. On the other hand I think it takes really long to sink an enemy's warship, even when I attack with several warships; I wouldn't want it to take even longer...

    Yeah, that's where a ramming feature (essentially the same as a charging feature for land units) would be nice. I think originally, arrows were supposed to kill the enemy ship's crew, while the ram or siege projectiles would kill the ship.

    • Like 1
  8. My suggestions:

    Simplify warships with an upgrade progression. Light -> Medium -> Heavy. Add a bolt shooter to Medium ships, add a Catapult to Heavy ships (Light ships shoot arrows). 

  9. 4 hours ago, LetswaveaBook said:

    I ran some tests. 1 on 1 a basic swordsmen defeats an advanced pikemen and has 11 HP left and it promotes.

    I also tried a test with 52 advanced pikemen vs 52 basic swordsmen in the scenario editor and fairly close formation. 9 swordsmen survived though some had low HP. Their total remaining HP was 853 and they were all elite having thus 60% HP left. From this test it feels like pikemen don't really benefit from increased numbers.

    Indeed. Now units all smoosh together like R2TW 1.0 before it was patched, so that the pikes' "range" benefit means nothing (except possibly they get the first stab in on the enemy in a scrum, but since part of their attack is pierce, even this "benefit" is reduced).

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