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Everything posted by wowgetoffyourcellphone
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Trample actually existed before the engine rewrite.
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I think I figured out the problem. The Kush units are already in the production queue as {civ}_merc_camelry_1 etc. So by adding them again they're really just doubled up in the list and ignored. So all I really need to do is just have a bunch of separate units for the ethnic mercs, which isn't a bad idea anyway. I was just trying to be too clever by half by throwing in the already existing kush mercs.
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I might have to make a "merc" civ.json or something and then have a bunch of merc_ units for training at the various ethnically-themed merc camps. For cavalry mercs it's not really necessary, but for ethnic mercs to be able to build the player's buildings I might have to do something like that to make {native} work. Or make civ.jsons for each of the ethnicities, which might be overkill.
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Well, I got all that. Just trying to understand how it helps make ethnic merc camps viable. Say, I want a Blemmye Encampment merc camp. I want a Seleucid player to be able to capture it and be able to: Train his own Seleucid mercs Train Blemmye mercs too [kush_merc_camelry_1 and _2] I tried making the civ of the Blemmye Encampment merc camp "Kush" and then added {native}_merc_camelry_1 and _2 to the prodqueue and this did not work as hoped.
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I do something similar to this in DE. I call them "Trample" auras and they work, but not ideally. Ideally, the aura would only activate when the unit is in motion, not idle. This requires new code.
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Found it: https://code.wildfiregames.com/D1065 And I just tested it. Looks like the way is already paved for "ethnic" mercenaries along the lines of AOE3, if that's so desired. EDIT: Nope, the merc camp won't train a merc unit whose civ is not the player's civ. poop. Looks like that's a different issue. The units work right [a Kushite merc unit will build all of the Athenian buildings if an Athenian player owns the Kushite unit], but the structure aspect doesn't work yet.
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Nah, if you use athen_ etc., then it will only build the Athenian buildings, not the owner's civ [if they don't happen to be Athenian]. I thought for sure a way was implemented whereas a generic mercenary unit could be trained by any civ and that merc would build that civ's buildings and not its own.
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Already possible. Maybe @elexis can share how, but there's a way to make the merc's build list reflect the owner's civ, not the unit's civ. This was implemented maybe month or 3 ago, but I've never experimented with it.
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Or implement a mercenary camp system, as in DE. A neutral capturable building on the map where you can train mercs.
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Yeah, training troops from a stoa was a very weird decision and seems to have been made with no care to authenticity or gameplay for that matter. In DE I made the stoa a special starting structure for Greek civs. This structure is the source of their Greek Architecture bonus and once destroyed cannot be rebuilt. I am thinking of giving it some kind of area effect too, but I would rather keep things focused (objects in the game have specific purposes) since it is a free starting structure.
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All bipedal units can praise Cult Statues to get Glory. I guess you could call it "gathering a resource." You also get Glory by killing the enemy.
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DE got rid of the citizen-soldier concept months ago. The "regular" soldiers are called citizens only because they have the Slave Ownership aura and can still build, like the Norse from Age of Mythology. They don't gather resources at all.
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Removing female-only citizens is a chore, but will streamline the economy. It was too convoluted with both male and female citizens and male and female slaves. lol Doing Kushites and Athenians first. The other civs will probably be broken for a while.
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Got it. Just used the 'root' prop point instead of 'donkey.'
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Works.