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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 1 hour ago, Alexandermb said:

    image.png.1c146e405bb2463e8d1f61732780f014.pngimage.png.be3f075e68bc0abcd0e885fc9411d334.pngimage.png.d21c0e0c01551953fe4dc1ee2214edd4.png

    This is pretty cool, but definitely Hellenistic. If the game had "Officer" units, it could definitely go on such a unit for Seleucids and Ptolemies. Perhaps one of their heroes.

    1 hour ago, Alexandermb said:

    image.png.2133ca32a6b5c0f51153567f81637215.pngimage.png.9f7a45638064e9bf39878190c05430ea.png

    That would be great.

    • Like 1
  2. Keep in mind, currently Citizens are trained at the Civic Center, with a Civic Festival tech that unlocks them at the House. Slaves are trained from Storehouses and Farmsteads after a Market is built. Any new systems for the non-slavery civs can abandon or amend this system.

  3. Slave Civs:

    Athenians

    Carthaginians

    Egyptians [Ptolemies]

    Epirotes

    Kushites

    Macedonians

    Romans [Principates]

    Romans [Republicans]

    Seleucids

    Spartans

    • I use a slightly modified Slavery system here, where the Slaves are called Helots and all of the "Citizens" are Female Citizens.

    Thebans

     

    Non-Slave Civs:

    Britons

    • Artisans/Nobles?

    Chinese [Han]

    • Just have Peasants, basically the classic "Villager" unit, with no dichotomy?

    Gauls

    • Artisans/Nobles?

    Iberians

    • Artisans/Nobles?

    Indians [Mauryans]

    • Some kind of caste system?

    Persians [Achaemenids]

    • Not sure.
    • Like 1
    • Thanks 1
  4. So, I have created Citizens for every civ [thanks to @stanislas69 I have made them randomize between Male and Female, Age of Empires-style]. I have also a Slave dynamic. Originally, they were only trained by the Principate Romans, but I have extended the Slave dynamic to all civs. So, now all civs have a gatherer civilian unit ["Slave"] and a builder/empowerer unit ["Citizen"].

    Citizen

    Trained at the Civic Center and at Houses after researching Civic Festival.
    Cost: 50 food, 1 pop

    Spoiler

    <Tooltip>Build civilian buildings and gather resources. Command nearby Slaves to work faster with the "Slave Ownership" aura. Especially good at building.
    Traits: Low Cost, Low Health, Slow Speed, Light Armor, Weak Attack, Avoids Death.
    Good at: Building and Dying.
    Mediocre at: Gathering Resources.</Tooltip>

    athen_support_citizen.png.7d2618bc7825e0f66c2265d817e6b814.pngkush_support_citizen.png.eef805a0eddaf63843ee7e8a298905a5.png

     

    Slave

    Trained at Storehouses and Farmsteads after building a Market.
    Cost: 25 food, 25 metal, 1 pop

    Spoiler

    <Tooltip>A good and cheap gatherer with a finite life span who cannot build buildings. 
    Good for: Gathering Resources and Getting Captured.
    Bad for: Defense.</Tooltip>

    hele_support_slave.png.2639292f20f265f35d5960b613ff44c7.pngkush_support_slave.png.cd876bb51219e7bb0b4d5e88b58b53f0.png

     

     

     

    BUT I am cognizant that not all civs used slavery extensively. Some, like the Han Chinese, had slaves, but they were a very small percentage of the population [1%-2%]. While some others, like the Athenians, had a huge slave population that may have exceeded 40%. I have not read about Iberians having slaves, but perhaps they did. While Celts definitely had slaves, but like the Han they were a much smaller percentage of the population than the Greeks or Romans or Carthaginians had.

    So, I have to come up with some tweaks for some of the civs to give them some authenticity. Perhaps some kind of Peasant/Noble system parallel to the Slave/Citizen system.

    pers_support_citizen.png

    • Like 1
  5. On 3/2/2018 at 8:20 AM, Servo said:

    I DE played many hours before until there was bug on fort garrison. Pretty cool and smooth though. 

     

    Thanks! I wonder which maps you tried. I suggest sticking to Skirmish maps, since I have no idea how to add a lot of the features [like special starting structures] to random maps.

     

    On 3/2/2018 at 8:20 AM, Servo said:

    The big problem that I notice is that the AI can’t produce more glory and if they do or can is only if they kill. They don’t make statuses. Since glory is a huge requirement to probably advancement or on some needed tech their units or they could not muster pre programmed units to mount a huge army attack. 

    @mimo has made some tweaks to the AI in the past in order to better support mods. I certainly don't expect him to do much more than that of course. But some time ago I asked him about supporting things like Farmlands and he was somewhat receptive, even if suggesting that it would have to wait until beta or later, which I am fine with. The best civ for AI Glory gathering is the Han, because they have a reuirement to build X number of statues to get to the next age, so this gets them plenty of Glory in the long run. Also, Ptolemies get a free Glory Statue at the beginning of the match, so they do better for Glory generation too. 

     

    On 3/2/2018 at 8:20 AM, Servo said:

    You can build or capture economic structures too and it stays with the player even if not garrisoned (won’t turn into Gaia). In 0abc mod these structures can be garrisoned to avoid turning into Gaia. But would it be better that as long as the structure is within the captors LOS it should not turn into Gaia even if not garrisoned. Therefore as such a useful structure on a neutral territory could change hands more often but quite realistic and fine. 

    Storehouses and Farmsteads in DE cannot be captured, so perhaps you have a different mod selected. ;) 

    • Haha 1
  6. The models look awesome m8. 

    They're not necessarily "Spartan" helmets since any number of civs could use them. It would be great if you could remodel each of the about 10 variations in the game. Others are right that iron would probably be very rare until the 4th c BC and certainly not used on Corinthian helms. Also the bronze could be more yellowish to match the unit textures as my dude mentions above.

    Regardless these look great so far. +1.

    • Like 1
  7. @causative, your thoughts are definitely noted. They also don't conflict necessarily with what I'm now saying regarding rams and walls and how they should be reworked together. I agree with you that rams should be strong and rare. This could coincide nicely with a wall rework too, making them stronger and more versatile, necessitating a strong counter, like a reworked Battering Ram. :)

     

    Enjoy the choice. ;) 

  8. I think @Sundiata and I are in league on this one. I think the presence of your battering ram near the enemy base should be an "Oh shizz!" moment for the enemy player. More specifically, I'd like to see walls really reworked extensively for next alpha and make them work better/more interestingly/more strategically. Then, you'd have a dedicated and realistic purpose for battering rams: it's the anti-wall unit, with a bonus vs. gates. Then, the discussion evolves into one about how walls work and how to counter them.

    • Like 2
  9. 4 hours ago, Prodigal Son said:

    Could fix some of the issues but won't work with exactly the desired mechanics. Also, as far as I know/remember random map generation still can't place something like the groves in a way to always make forests (of more than one grove) without pathing gaps.

    Pathing obstructions for static objects are [currently] rectangular in shape. The groves have a square obstruction, so I don't think it's that hard for a script to do. All it would take is some small overlap. 

     

    Spoiler

    [just as an aside, DE goes the exact opposite direction by making all trees passable; just throwing that out there; I hope one day someone codes a flag that can be used in templates so I can make individual trees destructible by building foundations, while keeping groves non-destructible]

     

    • Like 1
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