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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I've wanted a shuttle speed element for templates for a long time, but it was dismissed as unnecessary.
  2. Another idea would be to treat weapons and armor and other things like ungatherable resources. Using the barter mechanic already in the game, you can convert wood and metal at the Blacksmith to spears, swords, chain mail, etc. "resources" which are then added to the player's stockpile. Hoplites then don't cost "50 food and 50 wood", they cost X amount of spear resource and Y amount of shield resource, etc. and -Z food per minute. At the corral, I could see converting the Food resource into the Horse resource, so that cavalry also cost an amount of Horse resource.
  3. While I don't think the main game should do this, i think it would be great to have the ability in the engine for mods to do this. The major thing, IMHO, is the UI for it, specifically for things like the negative food trickle for each unit. What you need to show in the UI is some kind of drainage rate from the food stockpile, like what the Rise of Nations UI shows, but currently the UI can't do that. I've experimented with a Food drainage for units and the UI thing is essential, IMHO. You could do something similar with Mercenary units, which would slowly drain your Metal or Coin resource.
  4. Perhaps catapults could lose a little bit of health for every shot.
  5. Perfect opportunity for the meteor god power. lol
  6. Another idea is that you can train light, medium, and heavy versions of most types of units (affecting speed, armor, attack, cost, etc.), depending on your tactical needs and overall strategy (and the amount of coin in your purse; if you're low on funds you can still train light troops to hold the enemy at bay until your treasury can be refilled). Only light is available at first and you have to unlock medium and heavy options at the Blacksmith by teching different armor and weaponry options. Would take a little GUI work, but not bad; imagine clicking the swordsman icon at the barracks and you see the 3 swordsman options quickly slide up. And while I think this should be moved to the Gameplay Discussion forum, I don't think Empires Ascendant is going to change much in this regard, so whatever you want to do will probably have to be part of a mod. Unless your goal is to join the team and implement some of this stuff into EA.
  7. Hmm, perhaps some better explanation. What does "actual" mean in this context? Some examples would be nice too. I imagine you mean by "actual" is just the current Empires Ascendant way. "unlocking next tear of the same unit and improving it by that" would be the Age of Empires way. "having basic unit and choosing its path (light vs heavy)" would be like starting with a generic soldier dude and then customizing it. So, you'd start with a generic melee dude with a knife, then you can choose a path from spearman to hoplite to pikeman, or from knife dude to light swordsman to heavy swordsman. A branching way. Or a generic militia knife guy, you can branch from melee options or ranged options. This is kind of cool, but feels kind of generic to me. Perhaps have a meta "soldier customization" feature/UI that's done before matches, not in real-time. This would go well with battalions, because you could customize your battalions with different kinds of historically accurate kit, and their costs and stats change accordingly. "unlocking light / heavy unit but could train all of the types after unlocked" so basically is a tech barrier to melee and ranged branches. Kind of the least inspiring options. I think by building an archery range that kind of implies you should get access to some kind of light ranged units without having to tech them.
  8. I remember 10 years ago we thought games would look photorealistic by now... lol...
  9. So, the current "falcon" model in the game being about the size of a Pteranodon, anyone willing to make a new falcon for DE/core game? That way I can make a falcon scout unit for the Xiongnu. The current "falcon" in the game can be renamed to Golden Eagle. Some attack animations would be cool too, see Hyrule Conquest for a neat flying unit that attacks.
  10. It would just help distinguish your mod from the mass of mods currently available.
  11. So, another rebundle on the way. Can people test to see if the multiplayer bug is fixed? https://github.com/JustusAvramenko/delenda_est
  12. Auto-garrison is extremely annoying when I just want my people to drop their resources off.
  13. So, how about a better mod name than "game mod"?
  14. It's been so long since the last Alpha, you might as well call this Alpha 24.
  15. Right, the behavior of healers needs fixed. That might be in the UnitAI. @Gurken Khan, can you identify the behavior your wish to see for healers? For me, healers, when in a mixed selection, and that selection is tasked to attack something, the Healer should hang back and not close to min range with the target, because th healer does not (by standard) have an attack for the target. Currently, many times if the healer is a part of a mixed selection tasked to target an enemy entity, the healer will endanger itself by walking right up to the target.
  16. I think the nomadic civs should still get access to farm fields, but not access to the "Water Screw" tech which in Delenda Est reduces the build time and cost by half. Sure, focus them onto hunting and ranching, but don't completely remove the ability to farm. They certainly had the ability to do it, and especially made use of it from their vassals.
  17. Hmm, I always thought the main mast was set midships or a bit forward.
  18. Weird things like your soldiers deciding to chop trees in the middle of a battle due to an innocuous mouse click motivated me to dump the citizen-soldier thing.
  19. I give them credit for a unique art style, but it just looks like a bunch of placeholder artwork.
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