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Posts posted by wowgetoffyourcellphone
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On 27/09/2025 at 7:38 PM, Classic-Burger said:
I wonder why not Pauravas then.
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4 hours ago, Deicide4u said:
I even reversed the population costs in my mod because you simply didn't get enough units on the map.
Pop caps would be adjusted.
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I think the game should look into population costs again.
Support/Civilian: 1 pop
Infantry: 2 pop
Cavalry: 3 pop
DE does this^
I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs.
Citizen-Civilians: 1x
Citizen-Soldiers: 0.5x
Citizen-Cavalry: 3x meat
So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
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Saw them randomly on Reddit. Maybe one of the "Romans" subreddits. I subscribe to several.
As far as I can tell, those images are pretty accurate. Probably would be a good stand in for an Imperial Field Army, rather than Limitae.
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I've asked @Vantha to look at that ticket.
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On 07/09/2025 at 9:20 AM, Fabius said:
Is there scope for having the javelin thrower as a technology for increasing infantry skirmisher range?
There's the idea of having unit-specific techs, but I think they should wait for:
https://gitea.wildfiregames.com/0ad/0ad/issues/7666
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Right after this, I'm imagining that Hamilcar says something like, "Use our ships to scout the coastline for a good harbor!"
But your ships are attacked and sunk immediately by Iberian fire ships when your ships venture outside the landing zone, lol.
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4 hours ago, Vantha said:
Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed.
DE pauses the game while the Hero Choice dialogue is open
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16 minutes ago, chrstgtr said:
Nice to see you implemented something similar.
It used to be an unlocking tech, so that you were forced to choose cheaper techs or faster research before the full Forge tech tree could be enabled. Had that for a long time, but then decided it would be nicer for the player for it to be a choice they could make whenever it was convenient. The effects obviously have less impact the later you make the choice, but who knows what may come up.
I agree that Special Buildings are a great place for such pairs.
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1 hour ago, chrstgtr said:
I think they theoretically could make sense. For example, if you started out as a base Hellenic civ that you couple develop into Athens or Sparta with unique features then that would be pretty cool. But for simple techs I think it takes away from the cat and mouse game where players adjust their strategies in response to the other because tech pairs, by definition, eliminate future choices.
In DE, I've actually pared down the number of paired techs significantly over past alphas. But one paired tech I've kept and that could be particularly interesting for EA in some capacity is in the Forge:
The tech isn't required, but presents an interesting choice that helps you as you tech up. Since EA doesn't have the glory resource, the cost for Forging could be time, while Metallurgy costs resources but low/no time.
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5 minutes ago, chrstgtr said:
My big point is that tech pairs are a really awful “fix” to basically any problem.
That is true. I'd only use them as a design decision, not as some kind of fix for something.
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12 minutes ago, Classic-Burger said:
Praise.dae (?)
\art\animation\biped\citizen\pray.dae
It's used here:
\art\variants\biped\gather_praise.xml
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3 minutes ago, Classic-Burger said:
What animation do you use there?
Praise
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Add something like this to the unit template:
<UnitAI> <DefaultStance>violent</DefaultStance> <RoamDistance>8.0</RoamDistance> <RoamTimeMin>2000</RoamTimeMin> <RoamTimeMax>8000</RoamTimeMax> <FeedTimeMin>15000</FeedTimeMin> <FeedTimeMax>60000</FeedTimeMax> <Formations disable=""/> </UnitAI>
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55 minutes ago, real_tabasco_sauce said:
Tech pairs are great for certain cases, like some unique techs. But If you make everything a choice of one over the other (like all the eco techs maybe), you are forcing a very black and white strategy on players. In my opinion, picking a path down a specialization tree isn't good strategy, that's why I oppose choosing heroes at game start, aoe4's monument system, and civilization specialization upon phase up.
Very awesome, successful games have these attributes. I don't oppose it at all.
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On 05/09/2025 at 2:46 PM, Outis said:
The skirmish map Gallic Fields has a similar feature.
Not quite the same thing. OP is asking about making Gaia units wander around like deer do. In Gallic Fields, a Gaia soldier is spawned and tasked to go to a certain point.
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12 minutes ago, chrstgtr said:
But it’s not.
But it is, in my example. I'm not talking about combining existing techs into pairs.
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21 minutes ago, Deicide4u said:
Their argument is that you've now lost the opportunity to get the paired tech later in the match
Sure, but in my example you didn't have that choice at all before the 2nd tech was added. It's additive in this example.
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New Civ for Alpha 28+?
in General Discussion
Posted
I think moving barracks and civic centers around the map will be too much for regular players. Can still include them with other features (like the Ox Cart transforming into yurts, maybe allowing the player to build outside their territory, etc.).