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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. It is clean in that the waste is localized instead of spread across hundreds of thousands of square miles like coal (which is also radioactive). If you count @#$%ushima against nuclear (which was a disaster, not standard waste removal procedure, surely), then you must count the hundreds of coal ash spills which have poisoned dozens of watersheds over the years. Modern reactor designs are also very safe. @#$%ushima was not a modern reactor design. That is simply down to (lack of) political will and public pressure. NIMBY, etc.
  2. In my "All civs are my favorite" thread, I suggested promotion techs for all units, up to advanced, with 1 unit getting an elite rank tech and 1 unit not receiving a rank tech at all. I'd say the either the Roman spear cav or the jav cav would be the troop type not getting any rank tech, and neither would be the one to get an elite tech.
  3. There is "battalion-ish" support now committed. It's rough, but I have ideas on how to improve it for EA's purposes.
  4. I'll look at the footprint sizes. I've often thought that palisade gates need to be wider, even in the base game.
  5. I think there could be a distinction between Attack Ground (where you target a specific point or area on the ground terrain) and Attack Group (drag-selecting a bunch of enemy units to tag them as preferred targets).
  6. Towers are ridiculously easy to capture if they are ungarrisoned, but then if they are garrisoned they are ridiculously difficult to capture and ridiculously difficult to destroy without siege. But your troops default to capturing behavior so they get massacred needlessly. The implementation of the capturing mechanic in the game is supremely frustrating and it's one of my chief criticisms of the "game design", such as it is.
  7. I imagine in the civ json the "capitol" civic center name could be dictated, or a small list of good capitol names (capitol being the starting civic center).
  8. Romans didn't employ many mercenaries during the epoch of the game (though, they did do it from time to time; Balearic Slingers and Cretan Archers for example). About half of their armies were made up of Roman citizens, and the other half made up of local allies (local to the theater of war; the Pergamenes and Rhodians in the East for example, Numidians in North Africa), and their Italian subjects (the "Extraordinarii" were picked from this group). Later, the Social War in Italy would force Rome to make all free Italians into Roman citizens, increasing manpower for the legions ten fold.
  9. Tell me Blizzard didn't have playstyles in mind when they designed the civs for Starcraft. Tell me Westwood didn't have playstyles in mind when they designed the civs for Command & Conquer.
  10. I would like to see a mid-game "Spartan Phalanx Push" be just as viable as an early game "Britons Slinger-JavCav Rush." Spartans wouldn't be locked-into that strategy, but their military would be generally geared towards it. As much as Macedonians would be more geared toward a late-game combined arms approach, and Persians heavy on cavalry and Mauryas relying on massed archers, augmented by War Elephants and Chariots later.
  11. I'm pretty sure the main weapons of heavy cavalry were spears and lances, not swords (swords were side arms). So spear cav should be ur main melee cav unit in the game, not sword cavalry, which are largely apocryphal and only included to pad out the unit classes.
  12. Having sword cav be your mainline cavalry unit doesn't make sense historically.
  13. The "stone thrower" could be a "slinger" class unit, but with higher attack, slower attack, and shorter range. Just one suggestion.
  14. Honestly I thought Spear Cav should be the main line cavalry, with Sword Cav being the counter cav. Similar to Spear Infantry being the mainline heavy infantry and Sword Infantry being the counter inf. Archers the mainline light Infantry with Jav Infantry or Slinger Infantry being the counter ranged.
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