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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think the effective rate is more granular than what the GUI displays. The GUI rounds a lot of the figures for the benefit of the player and to keep the GUI less cluttered.
  2. Indeed. You'd just need one damage type and one armor type (for blacksmith techs) and then balance everything with attack bonuses.
  3. I liked the idea of these, but hated them in practice. I know what they were going for, the red fire pottery, which is a pretty cool callback. But they were hard to tell apart.
  4. Right, basically what I was talking about with @fatherbushido
  5. How about they slowly lose attack strength? XP is used for ranking/promotions, so instead just have the militia slowly get worse at fighting.
  6. Yeah, the Gupta army would be similar to the Maurya army, but with the addition of horse archers and a ton of extra armor.
  7. I don't need it, but I think it would be a lot better than the unit losing 100% of its health and randomly dying for no reason, if you know what I mean.
  8. Hmm, I could see this kind of thing being better represented in the hero bonuses or auras (say, the Alexander hero might give an extra buff against Persian units for obvious historical reasons). I don't think civ specific buffs or penalties are "cheap" per se, but they need to be thought about more and a blanket one like the one in OP is probably not the way to go. Better to give it to a specific type or unit or hero or something, not the whole civ. (Everyone might be tired of me referencing Delenda Est, but here it goes), in Delenda Est, Spartiate champions get an extra bonus vs. non-Greek civs, while the Theban Sacred Band get an extra bonus vs. Greek civs. It's specific to a unit type and not a civ-wide bonus. To be honest, I might remove these bonuses, but they aren't without some kind of thought and they aren't blanket bonuses.
  9. So, in Delenda Est, trees have no obstruction. Units (C) can walk through them. This may help with pathfinding computations (have not tested thoroughly, just anecdotal). Straggler Trees (A) can be built over and removed by structures (D). This removes the tree* and allows the player more base building freedom and removes some minor frustration with not having enough room for the player's base and walls. Forest Groves (B) have 5000 wood (comparable to a 5000 stone or metal mine), and cannot be built over. Units can still walk through them, but the Groves have an "Underbrush" aura that reduces speed, vision range, and missile range within the grove**. Regarding Renewable wood, the Groves could have the renewable feature, where they slowly regain their wood resource if left alone. While the straggler trees wouldn't do this. The Groves are an abstract, they represent a whole grove of trees and ecosphere, so their replenishment makes sense. A single tree just represents a single tree, so would make less sense to renew. * Need an extension that colors the tree Red when the structure preview is waved over it to tell the player the tree will be destroyed. ** We could extend the Grove feature further by allowing certain units or civs the ability to "garrison" in them and simulate an ambush feature. These ambush units would be ungarrisoned if the Grove reaches 50% or less wood. They'd be ungarrisonable if they were in the process of being chopped by an enemy unit.
  10. Thanks. I'll make a post describing what I mean in greater detail.
  11. I just did this for the Suebi in DE. They have a militia clubman, who slowly loses health, but trains very fast. Now, if only we could have a feature to where they'd only lose health down to a certain percentage like AOE3's militia.
  12. You can build any structures over (individual) trees. So, what this solves is that random trees don't screw up your base layout and prevent you from building a nice circuit of walls. The exception to this is Forest Groves, which you cannot build through (and which would make a great candidate for the renewable resource feature).
  13. If you wanted, I could make a separate mod for balancing, based on DE's balance.
  14. Will you go thru all the unit textures and replace the leg textures? Just curious how far you're wanting to go lol
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