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Everything posted by wowgetoffyourcellphone
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Balancing Citizen Soldiers (CS) (long shot)
wowgetoffyourcellphone replied to maroder's topic in Gameplay Discussion
What the game needs is a soldier-citizen concept, then, instead of the current citizen-soldier concept. You need citizens (workers), who just happen to fight, rather than soldiers who just happen to work. Then you could create more champions (your "real" soldiers) for each civ and move their availability to P2, along with some weak siege ("dudes carrying a log") P3 has heroes, advanced siege, mercenaries (and possibly extra champs unlocked). -
Balancing Citizen Soldiers (CS) (long shot)
wowgetoffyourcellphone replied to maroder's topic in Gameplay Discussion
Slaves are unlocked when you build a Market, so perhaps I can move the Market to village phase. Villages have markets, after all, and phase requirements in DE don't rely on building classes, but rather amount of buildings regardless of class (type). -
New Unit: African Veteran
wowgetoffyourcellphone replied to wackyserious's topic in Game Development & Technical Discussion
I think an "African Veteran" champion swordsman can be justified as perhaps an upgrade for the Liby-Phoenician Spearman or a swap-replacement for Sacred Band Hoplites. -
Balancing Citizen Soldiers (CS) (long shot)
wowgetoffyourcellphone replied to maroder's topic in Gameplay Discussion
To be fair, I think this may come down to the fact that most people play DE in single player rather than against other humans. I imagine "the sense of urgency" would be heightened if it's played against another human being. -
Balancing Citizen Soldiers (CS) (long shot)
wowgetoffyourcellphone replied to maroder's topic in Gameplay Discussion
I hate you now. jk I see what you mean, but most players (I think) have played other RTS games, and the citizen-soldier concept isn't in any of them, so this "feeling" from soldiers doing guard duty isn't out of place. If anything, EA may "feel" too fast to those players. But in DE, soldiers don't have no other abilities. They do have the ability to build, so they can be used for other things than just standing around. There are also many capturable objects on a DE map, which makes scouting and capturing things with your soldiers a beneficial thing to do. IMHO, EA maps are very static and boring, so you need your soldiers to be doing something else, else they feel useless for anything other than dying for the motherland. -
Civ: Thebans (Alpha 24)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Stoa is not a useless building. Look again. -
First try moddeling
wowgetoffyourcellphone replied to Mr.lie's topic in Eyecandy, custom projects and misc.
One MEELION polygons. -
Experimenting with icons
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
These look delicious. -
Thorfinn the Shallow Minded Mod
wowgetoffyourcellphone replied to Yekaterina's topic in Game Modification
My comment: If you move the Athenian Marine to the barracks or gymnasium, then I suggest you rename the unit back to its original name from years ago: Athenian Ekdromos. Full circle. If you have it trained from the dock, then "Athenian Marine" still works, but I'd keep it trained only from the dock. Keeps it unique and also keeps it thematic (marines make sense trained from a dock or ship from an in-gameworld perspective). I like either option. -
Check DE git for a Zapotec scout.
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Project: migrate A23 mods to A24 and A25.
wowgetoffyourcellphone replied to Yekaterina's topic in Game Modification
I would forget A24 compatibility and aim for porting them to A25. A25 will be out this Summer, so if you port them to A24 then you'll have to turn around and port them to A25 (which has changes from A24). Might as well skip a step and focus on A25 compatibility. Just my humble opinion! -
In general, this can be done by giving melee cavalry high pierce and crush armor. Those armor stats, coupled with their speed, would make them great against siege weapons and ranged units in general. We need to get rid of the pierce attack for spearmen (and transfer that to hack) for them to effectively counter cavalry without a hard bonus.
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Indeed, ranged troops should be (mostly) relegated to a support role. They can be useful by themselves in niche situations, but in pitched battle they're just support units. The melee infantry should be the primary force, supported by ranged or skirmishing troops, with cavalry used for flanking maneuvers. The chief benefit of infantry is a slow rolling brute force. Cavalry's chief benefit is speed. Ranged infantry's chief benefit is, well, range (and the relative safety range provides; this allows them to support the heavy infantry from afar).
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Spear Cav 2x vs. Ranged Infantry Sword Cav 1.5x vs. Ranged Infantry, 1.5x vs. Cavalry Bow Cavalry 1.5x vs. Melee Infantry Javelin Cavalry 1.5x vs. Support Units Spear Infantry 2x vs. Cavalry Pike Infantry 3x vs. Cavalry Sword Infantry 1.5x vs. Infantry, 1.5x vs. Elephants Bow Infantry 2x vs. Melee Infantry Javelin Infantry 1.5x vs. Spearmen, Elephants, and Ranged Cavalry Slingers 1.5x vs. Swordsmen, 1.5x vs. Ranged Infantry This is generally what DE does. Now, EA doesn't have to do this with attack bonuses; it can try to do it with stats and maybe a few targeted hard bonuses where stats fail, but the chart gives a general idea how it could look in practice.
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I didn't bring up those historical examples to justify skirmishers being anti-ranged. The discussion here seems to indicate the desire to have archers fill that purpose. In Delenda Est, I kind of make skirmishers into a unit with targeted bonuses. 1.5x vs. Spearmen, Elephants, and Ranged Cavalry (chariots fall under this), while other units have more general bonuses.
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what do we do with the defenses of phase 1?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Gameplay Discussion
I think if this is done, then upgrading should be a little faster. -
what do we do with the defenses of phase 1?
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Gameplay Discussion
Right. IMHO foundations should be invisible to other players until the owning player starts building it.