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Everything posted by wowgetoffyourcellphone
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Very few of my proposals are self-contained. Obviously I'd like to change a lot about the main game, even under this specific topic. In addition to useful and impactful structural techs that cost stone, I'd also like to make all (except outpost) defensive and military structures cost some stone as outlined in my previous.
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The game needs structure and construction techs. Cost, build time, health, etc. These can cost stone and wood.
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I was just being cheeky about removing stone, guys. Delenda Est has 6 resources after all. I have made many posts about how to differentiate metal and stone collection. Perhaps an intrepid forummer can dig those up.
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You might as well merge stone and metal into one resource or something. Or Wood and Stone. EDIT: Or maybe I'm not understanding you.
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Ah, yes. I forgot that DE starts with 500 res, while EA starts with 300. But...... since stone is a rarely used resource in the first phase, the cost might not be that bad? Else, just drop it to 200 stone instead of 300. Meh, I hate the current way EA does towers, so I subtly tried to insert DE's tower paradigm into the zeitgeist.
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I just think that since they are similar taiko drum tracks some people confuse the 2.
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"Better Scouting" Scouts Mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
I begin the process of posting this to mod.io if no one else has any bugs or requests. -
I'd make all military and defensive buildings cost an amount of stone. Barracks: 300 stone Archery Range: 100 wood, 200 stone Stables: 100 food, 200 stone Fortress: 800 stone - Move champions back to Fortress Wooden Tower: 200 wood - Upgrade to Stone Tower: 200 stone
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Guide for publishing mods on mod.io
wowgetoffyourcellphone replied to Itms's topic in Game Modification
Do mod updates need to be re-verified before setting them as 'Primary Release'? -
How to package your mods on Windows
wowgetoffyourcellphone replied to Stan`'s topic in Tutorials & Guides
binaries/system/pyrogenesis -mod=mod -mod=public -mod=theban_greeks_working -archivebuild="binaries/data/mods/theban_greeks_working" -archivebuild-output="theban_greeks_a24_4.pyromod" -archivebuild-compress Apparently, -mod=mod and -mod=public are important. -
Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
1. Do you think I should keep Outposts capturable? I've removed capturing CCs. 2. Do you think I should throw Theban Greeks into the mod as a nice little bonus? -
Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Lol yeah, the gold icons could be improved. Well... that's how the classic RTS games are. Yeah, I can make buildings a little weaker. Oops, that's a big one. I'll remove those techs! -
Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
I'm confused. Your mod doesn't edit territorymanager.xml It adds-on to Player.js. -
Classic Mode mod
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Setting BorderThickness to 0.0 didn't do this for me. Hmm -
Terrain Overhaul has begun for A25 (terrains successfully ported over from Delenda Est to A25 dev version, locally): The current idea is to release the new terrains with A25, and have all the old terrains exist alongside the new terrains for 1 development cycle (A25 released-A26 release), so that map makers and modders (and WFG) can have a whole dev cycle to retrofit their existing maps. Then the old terrains would be eliminated at the A26 release. A26 would include a script to help anyone port over any other maps they may have to the new set of terrains (the switching will be rough approximations).
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Look of the athenian champions
wowgetoffyourcellphone replied to Silier's topic in Game Development & Technical Discussion
https://www.worldhistory.org/hoplite/ https://www.wikiwand.com/en/Hoplite References for the latter: https://books.google.com/books?id=GoRoDwAAQBAJ&pg=PA94#v=onepage&q=epilektoi&f=false https://books.google.com/books?id=v-PgAwAAQBAJ&pg=PA77#v=onepage&q=epilektoi&f=false -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
Hmm, then I wonder what the difference is with the Scythian (Xiongnu in MAD) wagons? -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
I mean to test and see if an obstruction will prevent the upgrade. -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
Can test with the Zapotecs. Have a Temple turn into a Wonder or something and try it with a stone mine too close and with it not too close. -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
Well, with the Scythian resource wagon, it will not upgrade to a house or storehouse if there is an obstruction. -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
That's already in-game I believe. -
Unused Building Balancing Ideas
wowgetoffyourcellphone replied to Edwarf's topic in Gameplay Discussion
I think that's why they were made to have the exact same foorprints as the level 1 houses, so they could be upgraded to the apartment. -
Look of the athenian champions
wowgetoffyourcellphone replied to Silier's topic in Game Development & Technical Discussion
There's nothing to say it can't be renamed. So, halfway between a phalangite pelte and an aspis @Stan`. The main thing being it is rimless. (I have seen Tarantine coinage that shows the Tarantine shield to occasionally have a rim and many examples with a spina, so those would be a separate project).
