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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Check DE git for a Zapotec scout.
  2. 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!
  3. Github is dev version. I am developing it for A25 now. Lol A24 version is on mod.io.
  4. 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.
  5. 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).
  6. 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.
  7. I prefer "Tessarakonteres" to be a special tech for Ptolemies (Heavy Warship +25% health, +2 projectiles; or something).
  8. 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.
  9. Well, I mean they were used to break up enemy infantry formations (famously at the Battle of Lechaeum), and to deal with specialty enemy units such as elephants (Battle of Zama) and chariots (Battle of Gaugamela). As well as perform special operations over broken ground.
  10. Anti-Ranged as their general role. Anti-Elephant and Chariot as their niche role.
  11. I think if this is done, then upgrading should be a little faster.
  12. Right. IMHO foundations should be invisible to other players until the owning player starts building it.
  13. Perhaps we can use a new term: "Stealing"? Differentiates it from "Conversion" and "Capturing."
  14. Ptolemies and Carthaginians are our main "mercenary" civs. To pay for their large number of mercenaries, I propose these solutions: Carthaginians were consummate traders and merchants. This mercantile empire helped them hire vast numbers of expensive mercenaries. A significant trading bonus in metal, over land and sea (above and beyond their "regular" trading bonus). Ptolemaic Egypt had a large surplus of food and would sell this surplus to international buyers (to Rome is a famous, but not the only, example). A significant bonus in bartering food to metal. A bonus in receiving metal tribute from allies.
  15. My opinion: Mercenaries should not need any training. They are hired, not trained, fully ready for campaign. Effect: Mercenaries train instantly or very fast (5 seconds or less). Part of a Mercenary's compensation is plunder, that sweet sweet loot they can send back to their families in Bumfuq Arcadia. Effect: The <Looter> component is disabled. Mercenaries are usually already experienced at war (or garrison duty at least). Effect: Most mercenaries train at Advanced rank. Some (Balearic Slinger, for example) train at Elite rank, with additional cost. Mercenaries are paid a wage and buy their own provisions. Effect: All mercs cost Metal and only Metal ("Coin" in Delenda Est was designed for this purpose). Cavalry mercs cost more. Hiring Mercenaries is expensive, and kings had to heavily tax their subjects in order to afford large numbers of mercenaries. Effect: A new tech at the Market, "War Taxes", gives the player a trickle of Metal from every Citizen and Trader, but reduces their gather rates.
  16. https://upload.wikimedia.org/wikipedia/commons/transcoded/5/53/Persepolis%2C_Hauptstadt_Persiens_(CC_BY-SA_4.0).webm/Persepolis%2C_Hauptstadt_Persiens_(CC_BY-SA_4.0).webm.480p.webm
  17. Indeed. Games have restrictions. These help define the parameters of the game. lol
  18. Fair questions, but not insurmountable problems. Tutorial, tooltips, simple in-game prompts.
  19. I just bring up the problem, because I don't think it's been discussed. How do we want forests to work?
  20. I think we need to increase the tree obstruction size so that we can truly make them impassable, or else just get rid of tree obstructions altogether. Right now, you got the worst of all worlds: Not only do units have to bump around trees affecting pathfinding, they also block building construction an make base building annoying. Also, currently it is nearly impossible to make an impassable forest without using a too many trees (stumps side by side to make a all). Example: The new Hercynian Forest map I'm making for A25. You can see that I am using tons and tons of trees, yet here soldiers can walk right through with no problem. Using any more trees to make it impassable would severely impact performance even on my god-tier laptop. Now, in Delenda Est this is expected behavior, because I've removed all obstruction from trees (you can even build over them), and furthermore I've created "Forest Grove" objects that make units who walk through move 50% slower (and fight 50% worse). That's fine for Delenda Est, but I think Empires Ascendant wants the trees to act like in Age of Empires. Right now, they don't. Even if I increase the obstruction size from w=1.6 and d=1.6 to w=6 and d=6, units still find paths through the forest. This obstruction size also affects the gathering distance of workers. So, I am currently at an impasse.
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