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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Each level decreases damage received by 10%. If armor is at level 1 (10%), then a 10 hack attack will cause 9 damage. Adding 1 more level of armor to level 2 will reduce this damage taken by 10%, or 0.9 hack. To do this, the armor is not increased by a base 10%, to 20%, but to 19%.
  2. Like the distinction between the Suebians and Goths in the other thread, the Odrysians would represent the "early" Thracians, while the Dacians would represent the "later" Thracians. These are broad interpretations of course.
  3. The jogging skirmishers look just fine in DE.... Please God, add this. Amen.
  4. This completely ruins the whole point of having armor levels. I voted to maintain the current method: 1 Hack (10%)
  5. Dogma must be maintained at all costs. Removal of the Britons is necessary.
  6. Well, wasn't that kind of the proposal here in this thread? Or do we still want Thracians and Dacians to be separate civs (I do)?
  7. Some ancient New/Middle/Old Kingdom ruins would be really nice as well. They can be used as new ruin objects.
  8. So, I'm making a map set in Egypt that is really eye candy-heavy. I'm trying to make it nice and rich with Egyptian and Ptolemaic flavor. I've done things like this with current assets: Entrance/Facade for a pyramid A large religious complex Temples and other stuff up atop plateaus and in the sides of cliffs. Every player starts with a free Cult Statue (for a trickle of glory resource) on a nearby outcrop And each player starts with a free Egyptian Kiosk (you should add this to the core game) and Priest So, I'm trying to put something nice here, but I'd like it to be something new. It would be cool to have another Ptolemaic Egyptian structure there (in place of the Temple of Vesta: Thinking a shrine, something looking like these references (I really like the first one): The template can go into the game as ptol_shrine. Maybe a small healing radius and no healer training and techs.
  9. I don't think tiny little armor icons will suffice. Imagine mods adding even more armor types and now you got all these tiny armor icons that mean different things. Spelling it out is fine for a tooltip. The words (at least in English) are one syllable and simple. I do like your simplified tooltip though. Very nice. This is the tooltip that shows up hovering over the attack icon in the UI, correct?
  10. Normally I agree, but reports such as these can have multiple uses, such as for PR purposes (dispelling the myth that "nothing" is getting done) as well as for morale purposes (bestowing recognition on those who have made contributions).
  11. This has yet to show up in the autobuild of the game. @trompetin17, @elexis
  12. It's an interesting idea, however that reference is a Tropaion: https://www.wikiwand.com/en/Tropaion
  13. I think tooltips should display the most important info needed for the unit's primary purpose. All other info should go into the Library or unit viewer or whatever you guys call it. lol Same for the UI.
  14. What about making a helmet render for each of the civs that have the unlock champions tech? Thought just popped into my mind. Then I can make the tech portraits for you.
  15. Great render, but would fit awkwardly in a square icon or portrait. What about a couple cool renders like this one but with some Thracian and Chalcidian helmets?
  16. Right. What I'm proposing isn't much different, in magnitude, from AOE3's home cities and shipment decks.
  17. If I alt-enter in the middle of the match, the game freezes. Again some legacy code in DE or genuine bug? lol
  18. I don't see why. In many RPGs you customize 10 different things about your character.
  19. It may have been to compensate for not having catapults. Not sure. I think the Persians (and Mauryas) should get catapults though.
  20. Oh wow! Nice man! @LordGood, any chance we can get those temple obelisks as props so they can be placed separately on maps?
  21. I don't see this as a bad thing. You're supposed to scout your enemy and learn his strategy that way, not automatically know what strategy they're going to pull based on the civ they pick in game setup. Options and choices made at the beginning of a match have knock-on effects that resonate throughout the match. Indeed that's where my thoughts first started formulating. Each civ can have its "default" play style, but meta customizations made by the player can add additional dynamism and choice.
  22. I disagree. I think range, firing rate, and accuracy should be inversely proportional to damage. Movement speed is inversely proportional to armor. Health is inversely proportional to Food cost. Health+Accuracy inversely proportional to train time. Wood/stone/metal cost (whichever) inversely proportional to damage+range. This all depends on how granular you want to get. It's not absolutely necessary.
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