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Posts posted by wowgetoffyourcellphone
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I honestly would like to implement DE's Carthaginian embassy system, whereby building these Embassies (which have special techs in each) you unlock training of their ethnic units at the Barracks/Range/Stable respectively. Something to consider.
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On 16/11/2024 at 7:59 AM, chrstgtr said:
- Hyraccian Shores
On 16/11/2024 at 7:59 AM, chrstgtr said:- Kerela (just a worse version of Hyrancian Shores)
On 16/11/2024 at 7:59 AM, chrstgtr said:- Phoencian Levant (Just a much, much worse version of Hyrancian Shores)
In cases such as this, let's just outright remove the worst versions and consolidate them into the "Hyrcanian Shores" map with custom biomes. So, choosing Kerala uses the India biome assets, while choosing Phoenician Levant uses the Aegean-Anatolian biome assets. There are probably a lot of other examples of "lakes" style maps or "a river runs through it", where multiple maps can be consolidated into one and you can get variety with custom biomes.
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1 hour ago, TheCJ said:
C) be countered together with all cavalry, by making defensive structures actually relevant (why cant I build 5 Towers next to each other? Seems like a silly restraint considering how expensive and underwhelming each tower is.)
The current build distance for defense towers was to prevent spam back when towers were OP. So, a minimum distance was implemented, but since then the relative strength of towers has decrease making the minimum distance a little suspect. @real_tabasco_sauce I think this should be looked into.
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1 hour ago, TheCJ said:
B ) be more expensive (my favorite idea personally; put all champions of all civilisations in an extra building like the spartans/athenians/han already have, which discourages spam. One could also imagine just increasing the training time by 1.5x or the cost to 300f 100w 150m)
I want this, honestly. Call it the "Academy" class building. It trains Champions, while Fortresses train heroes (and a new Spy unit).
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1 hour ago, Lion.Kanzen said:
That is why the other alternative is to regulate it with population capacity.
In many games the cav usually costs 2 capacity.
In Delenda Est, all civilians are 1 pop, infantry 2 pop, and cavalry 3 pop, etc.
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7 minutes ago, Lion.Kanzen said:
I'm right? it looks very tidy.
Yeah, it looks very nice. We should make our own version, of course, with 0 A.D. aesthetics.
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1 hour ago, Lion.Kanzen said:
okay.... we should just steal the AOM:R stats screen
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May I suggest we find that one thread where someone made a cool chart ranking all the maps on various criteria. Then perhaps agree on a "top 20" list of maps we will definitely keep and improve, then the next 20, and maybe have a max of 50 total we will bother putting effort into improving. The rest can be moved to an official maps mod.
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This is a very low priority feature, but it would be neat to have a few music player Ui buttons where you can play, pause, or skip to next music track. With a json, we could curate an "Atlas-only" music playlist just for this. We'd choose the quieter, more calming tracks.
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15 hours ago, Vantha said:
Instead, I made all sentences start with "His soul" (or similar) to signal that they aren't related to the gameplay.
I think generically "shade" works better here, for authentic flavor. Perhaps we could look up what each culture called the "soul", but to my English speaking ears, "soul" sounds Christianized, while "shade" sounds more pagan and more authentic to the period of the game. Now, for Gothic and Late Roman civs, "soul" (to my ears) would sound perfectly fine. YMMV.
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58 minutes ago, Vantha said:
I'd like to keep the Ptolemies focused on the cult of Serapis, and Graeco-Egyptian syncretism in general
This is very important. Thank you for mentioning this. It's very important to emphasize how different the Ptolemaic age was from earlier Egyptian epochs. This was a time of rapid change for sure and it's good to emphasize this fact. Also perhaps mention though that this syncretism was probably largely focused on urban and cult centers, while rural areas were probably largely still practicing the old ways for decades, even centuries after the conquests of Alexander and Caesar. This dichotomy is seen throughout the world, actually. An example of this is the very long and winding adoption of Christianity throughout Europe, where various forms of paganism were still practiced in the countryside for over a thousand years after Europe had "officially" Christianized.
Back to Ptolemies, the Serapis cult can be emphasized for its importance to the political and social order, but I think a strong mention of the Isis cult is warranted. You see Isis worship throughout the Mediterranean, while notsomuch for Serapis. Cleaopatra herself worshipped Isis and styled herself as Isis incarnate (at least it was written about her; possibly to "Orientalize" her to Roman citizens, but perhaps has a strong kernel of truth). A cursory mention of the rest of the Egyptian pantheon can help add flavor. Everyone loves flavor.
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18 hours ago, real_tabasco_sauce said:
There are certainly arguments to change prepare time for some units, but then you start to run into issues with animations.
You're right. Currently, most animations place the "impact" moment in the middle of the animation cycle. If we had an animator on board, we could make the "impact" moment of the animation within the first 20% of the animation and back load the last 80% of the animation with "preparing to strike." Alas, requires an animator and then some work to sync the animation times in the variant files, but this would greatly help the visual aspect by making impacts wave around into empty air less often.
EDIT: Strike -> Impact. Also, you guys are already talking about this, but I thought to just add my tuppence.
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13 minutes ago, real_tabasco_sauce said:
Allowing units to attack while moving would basically make mobility in general even stronger than it already is.
Right, but you can do things to make standing and fighting stronger. It's just a change that can be worked around.
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44 minutes ago, real_tabasco_sauce said:
It might be a nice capability to have, but I don't think its necessary in general. Units stopping to attack is important for gameplay.
How so? It changes gameplay, but that doesn't mean it would be a bad change.
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I'd rather that a resigning player's units can convert to allies if they send soldiers into the area. So, like in AOE where your scout or other unit comes around an unclaimed sheep and converts automatically to the player. Similarly, we could make the resigning player's buildings easier to capture/convert for their remaining allies.
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Ideally, we need move-attack (not attack-move, a totally different thing). Essentially, units need the ability to attack while moving. Take melee cavalry for example, chasing down a fleeing enemy soldier. But until we have something like that, there needs to be ways to mitigate ugliness and not displaying strange things to the player. @real_tabasco_sauce is attempting to do that very thing.
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On 07/11/2024 at 7:59 PM, Lion.Kanzen said:
Do you think it could be optional?
Any reason why something fundamental like this should be optional? It's like making ballistic projectile movement optional...
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7 hours ago, real_tabasco_sauce said:
I made the wood color palette match the fort. I think it is fitting.
Good thinking.
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8 hours ago, Lion.Kanzen said:
Recurve bowman.
Yeah, a lot of the Battle for Greece units are super terribly designed. There's no way I'd buy that DLC.
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On 04/11/2024 at 12:55 PM, Lion.Kanzen said:
I agree with Genava.
Factions should have some overhauls to their mechanics.
One faction must mutate into another faction.
This is a good example why we should.
One faction becomes another. That way, nothing is wasted.
A faction becomes a new experience when it reforms. History is not static and peoples and war change.
This is fine for single player, but just too much complexity for competitive multiplayer.


Carthage mercenary embassies
in Gameplay Discussion
Posted
Well, I did start DE in part to test new ideas.