-
Posts
11.442 -
Joined
-
Last visited
-
Days Won
598
Everything posted by wowgetoffyourcellphone
-
Ancient Egypt Genomes and Human Features
wowgetoffyourcellphone replied to Mentuhotep's topic in Official tasks
On the contrary, the "blackness" of the 25th Dynasty of Egypt is well understood and acknowledged by the team. What is rejected is binary thinking such as "these people are black and these others are not," when reality paints a more nuanced picture full of gradations. Along the Nile could be found and still can be found a spectrum of melanin content from very dark black to light brown. The very much black African @Sundiata who curated this thread can speak more on this. His nefarious agenda may surprise you.- 31 replies
-
- 3
-
-
- civ profile
- history
- (and 5 more)
-
Please make it a little less ... sexist
wowgetoffyourcellphone replied to Crea's topic in Help & Feedback
Yeah, it kills me how good ideas for this game constantly get put on the back burner because 1 person has some minor quibble. Were male villagers in Age of Empires ever confused with soldiers? No. -
Think about it this way. Every feature we add to the combat takes more APM. So, if we want ramming and ranged attack switching, you're looking at reducing the number of ships you're going to want to micro. At least with ramming, it could be semi-automatic (once the ability recharges, the ship's unitAI could wait X number of seconds before self-initiating a ram, a rather simple thing to do; the player can always override and initiate the ram manually or manually task the ship to something else). With ships weapon switching, can there be any semi-automation there? I take it, each attack type should have its own unique benefits and drawbacks, but can the unitAI self-determine which attack to use based on the benefits and drawbacks? Do you need additional manual input from the player?
-
I honestly think this would go hand-in-hand with a charging and running feature for land units. Same concept, just extended to ships. So, if someone were to want to add charging to soldiers, they could easily add it to ships at the same time with little essential difference between the 2, unless we wanted to add some kind of cool-down time between ram attacks (which we might want to add to soldier charging anyway too).
-
Yeah, that's where a ramming feature (essentially the same as a charging feature for land units) would be nice. I think originally, arrows were supposed to kill the enemy ship's crew, while the ram or siege projectiles would kill the ship.
-
My suggestions: Simplify warships with an upgrade progression. Light -> Medium -> Heavy. Add a bolt shooter to Medium ships, add a Catapult to Heavy ships (Light ships shoot arrows).
-
Feature: Hero Upgrades
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I need ideas for these guys so I can finish the heroes for A25. I could scour Wikiwand, but I think you guys might have better ideas! -
==[balancing]== Pikeman in A25
wowgetoffyourcellphone replied to Yekaterina's topic in Gameplay Discussion
Meh -
==[balancing]== Pikeman in A25
wowgetoffyourcellphone replied to Yekaterina's topic in Gameplay Discussion
Meh -
==[balancing]== Pikeman in A25
wowgetoffyourcellphone replied to Yekaterina's topic in Gameplay Discussion
Basically any historical game with pikemen turns them into meat shields. This is to mimic their real-world combat role as meat shields. Meat shields. -
Gaia tiger become an Athenian tiger :)
wowgetoffyourcellphone replied to 1General's topic in Bug reports
-
Gaia tiger become an Athenian tiger :)
wowgetoffyourcellphone replied to 1General's topic in Bug reports
Dangit -
==[balancing]== Pikeman in A25
wowgetoffyourcellphone replied to Yekaterina's topic in Gameplay Discussion
Indeed. Now units all smoosh together like R2TW 1.0 before it was patched, so that the pikes' "range" benefit means nothing (except possibly they get the first stab in on the enemy in a scrum, but since part of their attack is pierce, even this "benefit" is reduced). -
I think it would be worth it to make camel units different from horse units, but only maybe in 1 or 2 stats. No need to get super granular with it.
- 1.044 replies
-
- 1
-
-
- civ profile
- history
- (and 5 more)
-
-
Please make it a little less ... sexist
wowgetoffyourcellphone replied to Crea's topic in Help & Feedback
There's nothing wrong with discussing the issue. -
I think base game should just go the AOE route and skip all the notions of realistic size, movement, garrisoning siege engines on deck, etc. Just have an upgrade progression (like in AOE). Light Warship -> Medium Warship -> Heavy Warship, and size the ships down a little for better pathfinding. The only "cool" feature I'd maybe implement is ramming, since it's just an extension of charging, a feature we all want for soldiers anyway. But other than that, just stick to the AOE formula for ships, because anything else (besides ramming) will be too complicated to get right, unless someone comes swooping in and wants to put 100 hours into it. Better to make them playable than to spend time and capital on making them half-realistic.
-
Theopolémos (a mythology mod for 0 ad)
wowgetoffyourcellphone replied to Rolf Dew's topic in Game Modification
- 159 replies
-
- 1
-
-
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
To me, Aurelian feels a lot like a Principate emperor because of how much he promoted the pagan Sol Invictus cult. Aurelian's imperial army also still largely functioned as it did during the era of the 5 Good Emperors. I understand where you're coming from (the Crisis of the 3rd Century would generally feel like a good dividing line), but I'd prefer to depict the Dominate Romans starting at Constantine I and his founding of Nova Roma and promotion of the Christ cult. With the rise of Constantine, things really start to feel different. Things start heading down the road toward Belisarius and Justinian. Definitely possible as campaign or Atlas units. lol
