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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Hmm, maybe. I honestly increased his speed so he can keep up with the Helot skirmisher and slinger. Here are some other hero cards:
  2. This needs implemented. I've been running this patch for the past 10 days and it works beautifully. It even allows for up to 5 resources to show up in the Market's barter panel. It's the only way some mods can give all buildings to a unit to construct.
  3. Oh, I know why.... I am running the UI patch that allows for more buildings (up to 40 instead of 24). That patch really should be merged with the main game @Stan` @Freagarach @Angen.
  4. I cant reproduce. Try updating the mod again? Or delete ur cache.
  5. I've found that with these hero choices I can somewhat represent the various time periods of these civs. The Spartan hero Cleomenes removes hoplites and replaces them with phalangites, for instance. So, now with the Ptolemies, I've made Ptolemy I make the barracks train Macedonian phalangites, while the other 2 Ptolemaic heroes make the barracks train Egyptian phalangites.
  6. Right. I don't know what game it was, but I've had that same idea for a long time.
  7. Yass please. Garamantes and Numidians? That would basically cover Africa for our time period. I like this! I might experiement.
  8. I think there should be a "cultural" stat, like the Loyalty stat, for the Civic Center so that at first after capturing it you can't train or do anything with it. But at some point you "pacify" it which allows you to train the native citizen unit, and then you "assimilate" it after time and then you train your own citizen from it.
  9. https://github.com/JustusAvramenko/delenda_est/commit/3af13defe65b35e520d3842c92fbdab5fa46a9ad After the above commit, Citizens and Citizen Soldiers can now lay and construct all buildings available to that civ. I've playtested this and it's good. Furthermore, that commit and a previous one makes it so that if you capture an enemy Civic Center you can then train the enemy's citizens. So, if you are Sparta and you capture a Kushite CC, then you can train Kushite Citizens. Now, if you train that Kushite Citizen, most of the buildings they lay will by Spartan, except for Temples, Statues, and Wonders. Those will be Kushite. So, by capturing enemy CC's you can now mix and match some cultural structures. This is experimental for now. I may expand the list of native buildings the captured Citizens construct, or I might remove that completely. We'll see.
  10. I've been toying with giving the whole production queue to citizens and soldiers alike.
  11. Correct. They can only build Military Colonies otherwise.
  12. In DE I made the skiritai into fast hoplites instead of swordsmen. In that way they're a lot like the Eagle Warriors from AOK.
  13. The building hitpoints are fine. 1000 hitpoints, maxhitpoints 1000, etc. But the citizens are idling in front of the building as if they are stuck in a loop, repairing. I chose to 'Control all units' and moved the AI player's citizens away from the buildings and then they went automatically into this state: INDIVIDUAL_REPAIR.APPROACHING Walked to the building and then went into this state: INDIVIDUAL.IDLE
  14. I have determined that heroes can have: 2 auras or abilities or special stats Auras can be ranged/localized or global Abilities/special stats can range from greater attack or speed for that hero, to what building they're trained at, to unlocking units or buildings 1 technology Each hero will unlock some kind of special technology specific to that hero 1 upgrade Example: Horse, Elephant, Berserker mode, heavy armor, something like this. Like "leveling up" your hero. City Phase Examples:
  15. I havent touched the AI. I knew about the health display (99.6/100), but it seems like units are trained then at 99.6 health in this case.
  16. In general they can match the actors, but if you want to add artistic flair, then that's good.
  17. Are the new folders going to be "mace" or "macedonians"?
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