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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. https://lkchensword.com/shop-1/ols/categories/han-dynasty-202-bc---220-ad
  2. We could improve the Han Ministers with new props (specifically head gear) and textures. There were 9 of them, so it would be nice to have perhaps 9 variations. (Two in the back^)
  3. I'd honestly like to introduce the promotion upgrades as seen in DE. Probably double the base XP needed to promote, then introduce techs that promote them all to the next rank for a cost. That way you don't lose auto-leveling, but you can have the techs that introduce progression. Perhaps standardize it thusly: All C-S classes get the Advanced Rank promotion tech, but each civ only gets the Elite Rank promotion tech for one C-S that's their signature C-S unit. Hoplites, for example, for Athens and Sparta, Archers for Persia, Swordsmen for Republican Rome, etc.
  4. AOE2 as well, I think. yes, that's how I'd wish Siege Towers worked, but first you'd need to fix several things about Walls.
  5. I think moving barracks and civic centers around the map will be too much for regular players. Can still include them with other features (like the Ox Cart transforming into yurts, maybe allowing the player to build outside their territory, etc.).
  6. I think the game should look into population costs again. Support/Civilian: 1 pop Infantry: 2 pop Cavalry: 3 pop DE does this^ I also think gathering speeds should be regularized. All gathering stats the same for all gatherers, but the gathering speed differs. Citizen-Civilians: 1x Citizen-Soldiers: 0.5x Citizen-Cavalry: 3x meat So you know more intuitively what you're getting instead of variations per unit type and resource type. You know that that gathering rates of Citizen-Soldiers is the same as Citizen-Civilians, just half speed.
  7. Saw them randomly on Reddit. Maybe one of the "Romans" subreddits. I subscribe to several. As far as I can tell, those images are pretty accurate. Probably would be a good stand in for an Imperial Field Army, rather than Limitae.
  8. There's the idea of having unit-specific techs, but I think they should wait for: https://gitea.wildfiregames.com/0ad/0ad/issues/7666
  9. Right after this, I'm imagining that Hamilcar says something like, "Use our ships to scout the coastline for a good harbor!" But your ships are attacked and sunk immediately by Iberian fire ships when your ships venture outside the landing zone, lol.
  10. It used to be an unlocking tech, so that you were forced to choose cheaper techs or faster research before the full Forge tech tree could be enabled. Had that for a long time, but then decided it would be nicer for the player for it to be a choice they could make whenever it was convenient. The effects obviously have less impact the later you make the choice, but who knows what may come up. I agree that Special Buildings are a great place for such pairs.
  11. In DE, I've actually pared down the number of paired techs significantly over past alphas. But one paired tech I've kept and that could be particularly interesting for EA in some capacity is in the Forge: The tech isn't required, but presents an interesting choice that helps you as you tech up. Since EA doesn't have the glory resource, the cost for Forging could be time, while Metallurgy costs resources but low/no time.
  12. That is true. I'd only use them as a design decision, not as some kind of fix for something.
  13. \art\animation\biped\citizen\pray.dae It's used here: \art\variants\biped\gather_praise.xml
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