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Everything posted by wowgetoffyourcellphone
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Better delete it then. SMH.
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naval ability for units to build bridges spanning water
wowgetoffyourcellphone replied to andy5995's topic in Gameplay Discussion
I could see a drag n drop system nearly identical to building walls. Cost deducted per section. Also, a max length. -
This reminds me, games like Rome 2:Total War (and even super old games like Battle for Middle Earth 2 to a limited extent) add some random animation speed variation to groups of units so that they don't look like they're in 100% lock-step. No, this /can/ be done in the actors already, and is already done in some instances, but that adds actor complexity, and we still get the robot lock-step look as shown here.
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New feature: unit acceleration
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
I think an ultimate strategy game would allow you to "city build" your capital or home city, while using basic Total War-style city management for your colonies or conquered cities. -
DUNE
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
Contrarianism, eh? -
New feature: unit acceleration
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
You decided to not bother balancing it. -
New feature: unit acceleration
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
When trample is implemented, the acceleration and turn rates will hurt cavalry less, as they will still be doing (trample) damage a they're turning. -
DUNE
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
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DUNE
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
This film was absolutely incredible. -
New feature: unit acceleration
wowgetoffyourcellphone replied to alre's topic in Gameplay Discussion
Maybe try it out bruh? -
Agreed. The core gameplay is a bit sus, and the endless discussions about balance really do little to address core issues. Removing some armor values here, adding +1.648 pierce attack there, etc. while necessary in the long run, don't really address core issues. @Freagarach's soft battalions (already committed for A26) are such a huge step, more people need to talk about them. I urge everyone, at least those knowledgeable/experienced with the game and community, to download the SVN (development) version of the game and work toward making those soft battalions integral to the game, feature complete (important to combat), and intuitive. They are really what's going to set the game apart from offerings such as AOEIV.
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Minimap Icons
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
It really wouldn't be any easier, since it's the same code. -
Minimap Icons
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I made them myself, yeah. Just simple 16x16 pixel art. I'll need to ask whoever decides to take the task what exactly they will need as far as icons go. -
maps Mainland Rectangled
wowgetoffyourcellphone replied to andy5995's topic in Scenario Design/Map making
I'd say add a cliff texture along the shoreline, assuming you don't want any naval access. -
Minimap Icons
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
It's just Photoshop for now. -
Yet, she was massively influential. Ptolemy II isn't a bad choice either. Too bad the game can't have more than 3 heroes. Agesilaus II and Cleomenes III are definitely better choices than Agis III. Iphicrates isn't bad. He did pretty much win a war against Sparta single-handedly. Miltiades is a good choice though, along with Aristides and maybe Thucydides.
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Minimap Icons
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
In my example, the wonder is represented by the diamond, which was easier to make with pixel art. -
Alpha 25 - General Feedback
wowgetoffyourcellphone replied to MarcusAureliu#s's topic in Gameplay Discussion
I just tried Wild Lake, and it's hilariously messed up. I can say that the new biome work didn't touch the random map scripts, at least on my end. There really needs to be a function in the scripts that puts a "civic space" around the starting CC with no resources or trees inside this area. I've crowed for years now that the random map scripts need to do this, it's just extra pronounced on Wild Lake, but it really also applies to all of the others too.