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Everything posted by wowgetoffyourcellphone
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Frozenheim is how I wanted AOEIV to look. :/
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These kinds of units are super fun, but better for scenarios and campaigns. I'm not sure how much attention players would want to spend on such a specialized unit.
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All Civilizations are my favorite.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Steal some from Delenda Est. -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
The walls conforming to terrain is a definitely improvement 0 A.D. needs. -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
I like the symbols over the buildings (if they're burning and other states). -
Yeah, a "Weapons Workshop" would work. As Lion said, same basic shape it is now, same props, except no fire or anvil and no smoke stack. "Metal" tech costs could be converted to stone. Or they could use a completely different paradigm, perhaps using the Upgrade feature to change the Workshop over from one version to another, each having unique auras that boost soldier attack or armor.
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Yeah, if no one else objects.
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Get rid of cavalry spearman. The cav halb is more interesting. Same with champion cav spearman and champ cav halb.
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ERROR: CXeromyces: Parse error: simulation/templates/structures/han/farmstead.xml:1: Start tag expected, '<' not found ERROR: CXeromyces: Failed to parse XML file simulation/templates/structures/han/farmstead.xml ERROR: Failed to load entity template 'structures/han/farmstead' ERROR: CXeromyces: Parse error: simulation/templates/structures/han/field.xml:1: Start tag expected, '<' not found ERROR: CXeromyces: Failed to parse XML file simulation/templates/structures/han/field.xml I would fix this easily, but I don't have push access to this repo.
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I see some potentially either missing or normal-flipped geometry inside the outer wall of the fortress. You see it? (the problem is present in the original Fortress model as well, I don't think you introduced it).
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Updated first post
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We need to find a Scythians expert to help parse all of the reference material. I don't think it has to be super granular, but I would like to separate everything into some categories: Western Scythians Cavalry Infantry Potential Hero References (Ateas and Skilurus) Eastern Scythians Cavalry Infantry Potential Hero References (Tomyris) Support Units Healers Peasants Males Females Structures Specific Buildings Materials Need to try to find era-specific reference materials: 6th-4th centuries BC.
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A dual release would be fitting. Either that, or release Han for A26 and have an Alpha 27 "Nomads" release with Xiongnu and Scythians. DE's Scythians already create a strong framework. I'd go ahead and make Xiongnu a playable civ. That doesn't mean some China maps can't have Xiongnu raiders and brigands (perhaps with triggers).
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While this may not directly prevent the inclusion of these civs, it may make the historians want to "fix" the existing civs before adding more civs with additional "inaccuracies." I would say though, historians, speak up if you want to make fixes. Else, the civs could be added without your (historians') input. I agree with you though, that the Han are super close, maybe even ready right now. Add them now, so people can play them via SVN and balance them before A26 is released. Zapotecs are close too, just need some more realistic Forge techs. Garamantes not yet. Xiongnu need their "nomad" gameplay tweaked a bunch first IMHO. Them and Scythians (and maybe Huns later) are a big departure from the "Standard" 0 A.D. gameplay, so will need special attention. But I agree, "historical inaccuracies" are not really a deal breaker for me, since the mentioned civs are already as good "historically" as the existing civs.
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Cappadocia - Neareastern Badlands
wowgetoffyourcellphone replied to Gurken Khan's topic in General Discussion
Cappadocia could definitely use its on Biome and geological assets. -
A few things from your first video: I haven't worked out an authentic roster of "Blacksmith" forge techs for the Zapotecs yet. That will be a challenge considering the Mesoamericans never made iron weapons and armor. Unit vision range increases for each passing phase. The small vision range in Village Phase is to make the world feel bigger and make the Scouts more important. Later on, Scouts are pretty much unnecessary unless you want to make suicide runs or something with them. lol Mercs are indeed powerful. I may increase their cost. They can only be trained in very limited numbers though (max 30+10 for each new merc camp captured), so that may balance out. The Zapotec "Cult Statue" is the large Ball Court as you found it. I might add some kind of garrisoned units=glory mechanic for it. Other civs' cult statues are much smaller (Athens builds statues to Athena, for instance). As a unique feature, the Zapo wonder also acts like a Cult Statue. Units see less, have shorter range, and move slower inside clumps of trees, called Groves. The Incan wonder you might be thinking of is Machu Picchu? The AI doesn't play the mod very well at all, so best to put them on the highest difficulty.
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Nice. Scythians are the most developed nomad civ so far. I would set the AI to Random/Settled Civilizations, since the AI can't properly play nomad civs yet. Also, the nomad gameplay is still in flux. I haven't finalized it yet for sure, but the Scythians specifically are definitely in a playable state.
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@ValihrAnt May I suggest you try another civ and another map? Miletus Peninsula, Gallic Highlands, and Saharan Oases skirmish maps are the ones I worked the most on, so are probably the best.
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Cappadocia - Neareastern Badlands
wowgetoffyourcellphone replied to Gurken Khan's topic in General Discussion
Mainly that maps should either be specific or generic, not both. So, if a random map is called "Corinthian Isthmus", then it should use the Aegean biome. If it's called just "Isthmus" then it can have more biome options. So, "Badlands" can have various biome options, but "Cappadocian Badlands" should use an Anatolian or Middle Eastern biome. I've gone rounds with @wraitii about this. I think he and I respect each others positions, but we still disagree. And in an open source project like this, either another programmer must champion my position and submit patches to make it happen in my stead, or I must submit the patches myself, and then the merits can be agreed upon by the collective. Honestly, I might just mod the maps myself and add them to Delenda Est to that end. I created the mod specifically so I wouldn't have to compromise.