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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. I think more than 10 units available for training would be overkill. But regardless, that would be up to the designer to make sure that they wouldn't overlap. Would be trivial. I'd say for now (until pages or tabs are implemented) just limit the UI to 10 trainable units and upgrades in the top row. I'd say for multiple-selected buildings (like in a ctrl-group or something), if there are more than 10 units and upgrades, needing 2 rows, then mash the technologies together, like the behavior we already have. Edited.
  2. Can we make it possible to dictate where techs can go in the UI? It would be very helpful (and logical) to be able to place techs beneath the units that they primarily affect. For instance, Rank Promotion techs and "Tradition" techs ("Archery Tradition", "Hoplite Tradition" etc.) can go directly beneath the unit. Example: It could go in the building's template in the productionqueue/technologies component, perhaps productionque/technologies/row. <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}/infantry_javelineer_b units/{civ}/infantry_slinger_b units/{civ}/infantry_archer_b units/{civ}/infantry_crossbowman_b </Entities> <Technologies> <Row2 datatype="tokens"> upgrade_rank_advanced_infantry_jav upgrade_rank_elite_infantry_jav upgrade_rank_advanced_infantry_slinger upgrade_rank_elite_infantry_slinger upgrade_rank_advanced_infantry_archer upgrade_rank_elite_infantry_archer </Row2> <Row3 datatype="tokens"> <br/> <br/> special_archery_tradition </Row3> <Row4 datatype="tokens"> training_levy_infantry_ranged </Row4> </Technologies> </ProductionQueue>
  3. See @ValihrAnt's blacksmith rework thread here: ==================================================================== As always, Wow is here to propose something innovative and cool. My Forge rework idea is that the Forge now acts similarly to a Market, in that it is used to exchange resources for something else. In this case, the player exchanges Raw Resources (Food, Wood, Metal, Stone) for Secondary Resources: Swords, Shields, Spears, Javelins, et al. So, now Soldiers don't cost Raw Resources, they cost Food and secondary resources: Roman Hastatus 100 Food 5 Shield 5 Body Armor 6 Sword So, those numbers mean something. For example: for every 1 hack resistance, they cost 1 Body Armor. For every hack attack, they cost 1 Sword. For every point of health, they cost 1 Food. The Sword resource had been bought (exchanged) at the Forge with the Metal raw resource (and possibly Wood, to account for the firewood necessary to forge and temper the weapons).
  4. Committed fixes for Male Citizen actors, improves variant ordering and adds missing attack variant (some male dudes would just stand there and not poke the target with their dagger).
  5. Maybe it's more like when structure previews turn red and is then easier? lmao I have no idea what I'm talking about. Either way, Target Highlight and Target Flash are super desirable from quality of life and completion standpoints.
  6. Looks incredible. 1 request? Can you make the foundation platform go about 3x deeper? Shouldn't add too many triangles and will help the building blend into hills better. *Ideally we could eventually have a set of platforms of various sizes we can use for structures such as these as simple props, but that's out of scope of this structure.
  7. Rando thought: Make sure if you give the Celts some village phase forge techs, then make them somewhat weak so that they're not too OP early on.
  8. I could not reproduce this. I even played the same map and chose Kushites. Anyone else? Do you have any other mods installed?
  9. I would give Sparta a Mercenary Cretan Archer to duel with the archers of other civs. I would also rework the Skiritai and Spartiates. Make the Skiritai into fast hoplites, with greater pierce armor and hack attack (but lower hack armor), while the Spartiates are slower and super super tanky meatshields.
  10. Might be a civ.json bug (female citizens spawn at the beginning probably). Will fix.
  11. I am saying the base you see under the terrain grid was put there specifically for cases when the building is placed on a slope, so that there is not a gap at the bottom edges. It's not actually a part of the above ground structure.
  12. Well, it's so that the fortress doesn't look ridiculous on a slope.
  13. Zapotecs version 0.1 Based heavily upon the great work being done by the Terra Magna mod team The Zapotec lived in the Valley of Oaxaca, the largest expanse of relatively flat land in southern Mexico. Around 500 B.C.E. they built Monte Albán on the flattened top of a mountain in the center of the valley, the first urban center in Mesoamerica. Monte Albán covered an area of 2.5 square miles and its population grew from 5,000 to 25,000. It boasted the first centralized political system and population divided into social classes. Lasting for about a 1,000 years it became the dominant power in southern Mexico, ruled by nobles and strong military. Lacking in a strong agricultural base, their economy was based on the collection of tribute from surrounding groups. By the 7th century C.E. its power began to wane through competition and unsustainable population growth. Other characteristic features of Zapotec civilization can be found in the periods following Monte Albán's founding, including a characteristic two-chambered temple architecture, a market system, a rubber-ball game, and the human-like funerary vessels called Zapotec urns. Between 200 - 900 C.E. Monte Albán acquired a Classic style representative of Mesoamerican groups, most likely through conquest. Population growth, writing, architecture and art flourished, centering around the noble class and the hierarchy of Zapotec gods. Units Civic Center Zapotec Citizen Male and Female variations. Some textures and meshes by @Lopess Jaguar King (Hero) Nearby Soldiers are stronger and move faster. Nearby Citizens and Slaves gather much faster. Battle Priest (Hero) Reduces the effectiveness of nearby enemy units, due to his terrifying visage (Battle Priests wear the skin of their enemies) Has a healing aura for nearby Zapotec units as well as a strong self-healing ability. Barracks Zapotec Runner Lightly armed Scout unit Can Hunt Can build Outposts Zapotec Spearman Macuahuitl Infantry Archery Range Zapotec Slinger Zapotec Skirmisher Zapotec Archer Archery Tradition tech gives them greater accuracy and -50% xp required for promotion Fortress Zapotec Noble Warrior Champion Macuahuitl Warrior Mercenaries Mixtec Jaguar Warrior Mercenary Champion Spearman Very much like the Gaesetae Naked Fanatic for the Gauls Otomi Maceman Mercenary Maceman A small Crush attack Teotihuacan Warrior Mercenary Multi-purpose Warrior An extra fast ranged unit, similar to a Cavalry Archer or Cavalry Skirmisher in ability Can swap between atlatl-thrown javelins and a (melee) heavy spear Others War Captive Slave class unit, trained from Storehouses and Farmsteads Zapotec Priest Battering Ram War Canoe Fires arrows and can fish for food. Trade Canoe Zapotec Structures Zapotecs have average-strength structures with an average number of structure technologies and upgrades. They have no access to cavalry, so do not have a Cavalry Stable. Their "Cult Statue" glory trickle building is the Ball Court. Only 1 is buildable, but it gives a trickle of glory 4x greater than a regular Cult Statue from a different civ. The Wonder gives a trickle of glory as well and can be praised by units for more glory. They have a greater reliance on stone for technologies, and a less reliance on metal compared to other civs. Lastly, they start each skirmish match with a free extra stone mine nearby. Atlatl can be a special technology. Adds range and accuracy for Javelin infantry. Eventual the Maya will get this special tech too. More References
  14. So maybe these mercs? Mixtec Jaguar Warrior Mercenary Champion Spearman Very much like the Gaesetae Naked Fanatic for the Gauls Otomi Maceman Mercenary Maceman A small Crush attack Teotihucano Archer Mercenary Skirmisher An extra fast archer, similar to a Cavalry Archer Can upgrade to fire arrows for a ranged crush attack (to make up for a lack of ranged siege) Atlatl can be a special technology. Adds range and accuracy for Javelin infantry. Eventual Mayas will get this special tech too.
  15. Only 2 more civs left to make Hero selection graphics: Zapotecs (I recently decided to go ahead and include them and complete them) and Scythians (who I have been working on for the past several months off and on). After that, I have to go through and fill out all the missing Hero bonuses and auras. Some of them currently say "To be determined."
  16. These to guys would be great, as well as a version of the first that throws with an atlatl. What ethnicities are these? Definitely their Scout.
  17. I have been playtesting this and it really gives Carthaginians a special feel. Allow these Embassies to be able to be built in Allied territory for good measure (makes sense). And this can be added to the core game, IMHO. It should be done sooner rather than later so it can be balanced out. @borg-
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