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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. You can copy-paste what I posted I believe and just edit that into the top post. You can do the same for the Illyrians if you wish.
  2. Under technologies you can indicate how extensive their tech tree should be in those categories. I think originally, the tech tree was supposed to be like in AOE2 where there was 1 large tech tree and the civs would pick and choose from that to give them a "custom" feel. For a Delenda Est version of this, I would add a new heading "Mercenaries" beneath "Cavalry Stable Units."
  3. THRACIANS Give a brief introduction to the Thracians here UNIT DESCRIPTIONS BARRACKS UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: . Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: . Function: . Special: - ARCHERY RANGE UNITS Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: . Basic: . Advanced: . Elite: . History: . Function: . Special: . Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: Basic: . Advanced: . Elite: . History: . Function: . Special: . CAVALRY STABLE UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: Ranged Armament: Appearance: Basic: Advanced: Elite: History: Function: Special: SUPPORT UNITS Generic Name: Thracian Woman. Specific Name: . Class: Female Citizen. Appearance: History: Function: Special: Generic Name: Thracian Priest. Specific Name: . Class: Healer. Appearance: Garb: History: Function: Special: Generic Name: Thracian Merchant. Specific Name: . Class: Trader. Appearance: Garb: Mount: History: Function: Special: NAVY Generic Name: Fishing Boat. Specific Name: . Class: Fishing Ship. Appearance: Shell: - History: Function: Special: Generic Name: Trading Ship. Specific Name: . Class: Merchant Ship. Appearance: Shell: (Standard). History: Function: Special: Generic Name: Light Warship. Specific Name: . Class: Light Warship. Appearance: Shell: Single-tier, 25 rows. History: Function: Special: Generic Name: Medium Warship. Specific Name: . Class: Medium Warship. Appearence: Shell: History: Function: Special: SIEGE WORKSHOP UNITS Generic Name: Stone Thrower. Specific Name: . Class: Catapult Appearance: Shell: History: Function: Special: Generic Name: Bolt Shooter. Specific Name: . Class: Bolt Shooter Appearance: Shell: History: Function: Special: CHAMPION UNITS Generic Name: Champion Infantry. Specific Name: . Class: Champion Infantry. Armament: Appearance: History: . Function: Special: Generic Name: Champion Cavalry. Specific Name: . Class: Champion Cavalry. Armament: Appearance: History: Function: THRACIAN HEROES Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). NEW UNIT TRAITS List any special new traits here, each by bullet point. If no new traits, then say "None." CIVIC CENTER UNITS Female Citizen Melee Infantry: . Ranged Infantry: . Cavalry: . FORBIDDEN CLASSES The following are examples only Swordsman. Archer. Cavalry Spearman. Cavalry Archer. Quinquereme. Battering Ram. STRUCTURE DESCRIPTIONS VILLAGE Generic Name: House. Specific Name: . Class: House. History: Generic Name: Granary. Specific Name: . Class: Farmstead. History: Generic Name: Field. Specific Name: . Class: Field. History: Generic Name: Corral. Specific Name: . Class: Corral. History: Generic Name: Storehouse. Specific Name: . Class: Storehouse. History: Generic Name: Outpost. Specific Name: . Class: Outpost. History: Generic Name: Sentry Tower. Specific Name: . Class: Sentry Tower. History: Generic Name: Palisade. Specific Name: . Class: Palisade. History: Generic Name: Barracks. Specific Name: . Class: Barracks. History: Generic Name: Archery Range. Specific Name: . Class: Archery Range. History: Generic Name: Cavalry Stable. Specific Name: . Class: Cavalry Stable. History: TOWN Generic Name: Civic Center. Specific Name: . Class: Civic Center. History: Generic Name: Dock. Specific Name: . Class: Dock. History: Generic Name: Temple. Specific Name: . Class: Temple. History: Generic Name: Blacksmith. Specific Name: . Class: Blacksmith. History: Generic Name: Marketplace. Specific Name: . Class: Market. History: Generic Name: Defense Tower. Specific Name: . Class: Defense Tower. History: Generic Name: Stone Wall. Specific Name: . Class: Stone Wall. History: Generic Name: Wall Tower. Specific Name: . Class: Wall Tower. History: Generic Name: Gate. Specific Name: . Class: Gate. History: CITY Generic Name: Fortress. Specific Name: . Class: Fortress. History: SPECIAL STRUCTURES Generic Name: Special Building 2. Specific Name: . Class: SB1. History: Requirements: Any? Phase: . Special: Generic Name: Special Building 1. Specific Name: . Class: SB2. History: Requirements: Any? Phase: . Special: WONDER Generic Name: . Specific Name: . Class: Wonder. History: . Any Special Requirements: Phase: City. Special: NEW STRUCTURE TRAITS List any new structure traits here. A possible example could be that their structures spawn militia units when they're destroyed or each building gives a trickle of resource. Anything that sets one or more of their buildings apart from the standard. FORBIDDEN STRUCTURES Any? CIV BONUSES CB1 Name: . History: Effect: CB2 Generic Name: . Specific Name: . History: Effect: TEAM BONUS TB Name: . History: Effect: TECHNOLOGIES Infantry: Very good. Almost all technologies. Ranged units are the exception: neither here, nor there. Ranged techs average. Cavalry: Mediocre to poor. Nothing to match the cavalry of the Persians, for instance. Naval: Very good. Almost all technologies. Siege: Good. Most technologies, though low selection of siege weapons to choose from. Economy: Farming: Mediocre. They should get some of the technologies, but not the most advanced ones. Mining: Very good. Almost all, if not all, technologies. Coinage was highly developed. Lumbering: Mediocre. Same as farming. Hunting: Very limited. It was practiced mostly as a sport by the rich. Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area. Naval Trade: Very good, one of the best in the game. Almost all techs. Architecture: Above average. I would say something on the order of 80% of that of the Persians. Defenses: Very good. Almost all techs. SPECIAL TECHNOLOGIES ST1 Name: . History: Effect: ST2 Name: . History: Effect: ST3 Name: . History: Effect:
  4. Maybe use this for Empires Ascendant? Would be an easy add.
  5. I'll just say that Delenda Est doesn't really do anything crazy with the UI like a lot of other mods do. Only major thing it does is add a civ select screen in match setup (the base game should completely adopt this, with some tweaks).
  6. I am boss, but not thee boss. BIGGIEBOUSE BIGGIEBOUSE BIGGIEBIGGIEBIGGIEBOUSE.
  7. I'll start one for you today. I have some ... experience in that area
  8. That wouldn't be because you turned off shadows? lol It's true, those particular bushes suck though.
  9. There is no consistency in the main game on this point, so why must it be so for the Thracians? I'd say use whatever abbreviation best abbreviates and makes clear what civ it is.
  10. Hmm, I'd rather this be a game menu item to where you can toggle between your units' default attack type. Similar to how you could set default unit stances in AOE games.
  11. I think Pericles' pushed back Corinthian looks comically large.
  12. https://trac.wildfiregames.com/changeset/22586 Specifically, how can this be used for units with different genders represented in the actor? Is there an example yet in the core game?
  13. Probably don't use the armor tunic mesh, but otherwise, no objection.
  14. Indeed. If regen is ever committed what I would do is make stragglers (individual trees) not regenerate, but I would make groves slowly regen their wood over time when not being chopped.
  15. I would say you should both delete your copies of the mod and then redownload from the same source.
  16. If we had a spawning mechanic, a bonus could be that they periodically spawn a pirate ship (a liburnus or lembus) at their Dock.
  17. Surely it would be very simple to change them to Gallic structures.
  18. I really wish we had an ambush mechanic. I have proposed in the past how to do this.
  19. Would be great to have some Illyrian merc units for Delenda Est.
  20. I kind of agree. A cool idea for Romans would be to have 4 different Roman factions, kind of like a unique bonus: - Republican - Triumvirate (Caesar is here) - Principate - Dominate The player in game setup would choose "Romans" as their faction, but when the game launches this player can then choose one of the 4 eras of Romans. That way all the other players only know that they have chosen Romans, not which era they're playing. Can do this with a couple other factions too. For instance, the Macedonians could have the choice between two major dynasties, the Argeads (Philip, Alexander, et al.) or the Antigonids (Demetrius, Perseus, et al.). Persians can choose between Achaemenids and Sassanids.
  21. I honestly have no clue. If you both have the same versions installed, then they should be compatible. ipso facto.
  22. @Alexandermb Keep in mind, the "wings" on the side here are simply his cheek pieces hinged up for comfort.
  23. Excellent work, @Lion.Kanzen!!! @wackyserious I think the Gauls would make a fine placeholder building set. Illyrians were influenced by the Celts in the North and the Greeks in the south, near Epirus. What do you think would make their bonuses and penalties? Team bonus?
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