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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Liu Bang did Han Xin dirty, man. Shame. Discard his best general to intrigue when he was no use to him.
  2. This "Saka" helmet would work well for the Scythian/Dahae/Parthian units (Persians) already in the game (and potential Scythians civ as well).
  3. I wonder how to differentiate: Scythians Xiongnu Xianbei Huns
  4. Could be a Hun, could be a Sarmatian under Hunnish dominion. Either way, cool reference. I like this guy's polearm (accurate?), his red coat, and the fact that the coat's collar shields his neck.
  5. Indeed. I think Gauls should get a cheap/trash archer that does not promote beyond Basic rank. These are the "hunters" that Vercingetorix called to arms during the Gallic War against Caesar. For Britons, I think their Champion Chariot should be available 1 phase earlier and have this feature from DE:
  6. I think the Gauls should get a citizen-soldier Swordsman and make that their starting melee infantry. Would differentiate them more from the Britons, whose starting melee infantry would be the spearman.
  7. They don't look bad. And as you said, the capes help them blend better. Used sparingly, I see no reason to not keep them.
  8. Scythian and Xiongnu patterns would be nice, as I'm gonna pivot toward trying to convince folks that a "nomads" alpha would be a great addition (Alpha 28 maybe). Also, Mauryas don't have very many shield patterns. Would be nice to improve the look of the Mauryas. German shields would be nice for Delenda Est. Need distinct Suebian and Gothic patterns.
  9. If you guys come up with new values (costs, stats, etc.) without removing anything already committed, then it's more likely to make it in. Y'all wanted more uniqueness to the civs. Here you go. Don't rip it down to a generic mediocre civ when you have the chance to play something unique. Use it as an example of how civs can be unique, but balanced. Also as an example of uniqueness for the other civs to eventually blaze their own unique trail too.
  10. I can see reducing their cost to maybe 75 or 80 wood because of their size and fewer gatherers. But keep in mind that their farmstead techs civ-specific and are more effective, at +25% farming rate each instead of the +20% that the standard techs have.
  11. There's a whole thread about this with viable unit roster additions suggested. The Practice Range/Archery Range would be viable for all civs, as I demonstrated in that thread. The Han, however, do have a huge variety of units already so having a Practice Range can be justified. How does it nerf eco? How does it nerf early defense? You can train archers from your CC in village phase and melee troops from the barracks if you wish. Then go heavy ranged troops in Town once you build the Practice Range.
  12. Indeed. Icons are exactly the same size in this alpha as in the last alpha.
  13. I think acceleration should be tweaked to only occur when transitioning from idle or stopped state to move state. If going from move to move, such as when turning at a waypoint, then acceleration should not occur. Also, currently if you task a moving unit to a different target, the moving unit has to accelerate again, each time you task it. As I said, since the unit is already in motion the acceleration should be turned off. @wraitii @Freagarach
  14. I am confused by a few things. The Han most definitely have a buildable Temple, called the "Simiao."
  15. Open these in separate tabs and then you can toggle and see the difference:
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