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Everything posted by wowgetoffyourcellphone
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Monkey Wrench Balance Mod Alpha 22
wowgetoffyourcellphone replied to Grugnas's topic in Game Modification
I'd give skirmishers a bonus vs. ranged cavalry -
Horse can stamp, can buck, can do all kinds of things. Maybe try looking on Youtube?
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Original post edited: For the mercs, I suggest you only have one buildable Mercenary Village that houses all 4 of the mercs, Nuba and Blemmye. While for scenarios you can have the 2 separate ones modeled and working, for skirmishes and random maps I think one unified one would be better, else you overwhelm the player with choice. You can say "What about the Carthaginians?" I'd say that's a fairly unique aspect of one singular civ and is probably better to keep it that way. Or...... what about this? The Kushite player receives one free Blemmye Village and one free Nuba Village at the start of the match, out near the edges of the player's territory. The units aren't trainable until Phase II. I already do something very much like this for the Greek civs and their free Stoa. Changed my mind, I think those Villages, one for each ethnicity would work fine. What's good for Carthage is good for another. Maybe they are restricted to being built in neutral territory and are easily capturable. For the Temple and the Temple Guards, for TM, since it's trying to remain a rather straight forward mod without too many changes to the core game, I think there are 3 options: 1. Have 2 buildable temples, each with their own champions and unique aspects. Easiest. 2. Have 1 generic temple that can be upgraded to one or the other temple, Amun or Apedemak. No need for modding code on this one. I already do something like this with the Mauryan Maiden Archer, and the core game already does this with the sentry towers, so it's an established feature already. 3. Have 1 generic temple that has both champions available, but like with the Seleucid reform techs, have a tech pair that unlocks one or the other. If the AOM-style choice UI is ever implemented, then that opens up all kinds of cool possibilities, but for now if I were you I'd choose one of the above options.
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The best way to eliminate redundancy and hopefully don't overload their roster is to look at roles and only put one unit per role. For instance, it's currently spec'ed that there's a citizen-soldier axeman and a champion axeman. Axes are unique enough weapons in the game that having two of the same type of unit might seem a bit overkill. I know some other civs double-up this way, but if you're looking to streamline things this is the best way to cut. Obviously, the Apekasjsdjhgs's Faithful axeman should remain. I'd say the citizen-soldier axeman can be replaced with a swordsman that uses a sword similar to this one on the left. It's a unique looking piece of equipment, and the general blade shape seems to be used on multiple examples. For the mercs, I suggest you only have one buildable Mercenary Village that houses all 4 of the mercs, Nuba and Blemmye. While for scenarios you can have the 2 separate ones modeled and working, for skirmishes and random maps I think one unified one would be better, else you overwhelm the player with choice. You can say "What about the Carthaginians?" I'd say that's a fairly unique aspect of one singular civ and is probably better to keep it that way. Or...... what about this? The Kushite player receives one free Blemmye Village and one free Nuba Village at the start of the match, out near the edges of the player's territory. The units aren't trainable until Phase II. I already do something very much like this for the Greek civs and their free Stoa. Changed my mind, I think those Villages, one for each ethnicity would work fine. What's good for Carthage is good for another. Maybe they are restricted to being built in neutral territory and are easily capturable. For the Temple and the Temple Guards, for TM, since it's trying to remain a rather straight forward mod without too many changes to the core game, I think there are 3 options: 1. Have 2 buildable temples, each with their own champions and unique aspects. Easiest. 2. Have 1 generic temple that can be upgraded to one or the other temple, Amun or Apedemak. No need for modding code on this one. I already do something like this with the Mauryan Maiden Archer, and the core game already does this with the sentry towers, so it's an established feature already. 3. Have 1 generic temple that has both champions available, but like with the Seleucid reform techs, have a tech pair that unlocks one or the other. If the AOM-style choice UI is ever implemented, then that opens up all kinds of cool possibilities, but for now if I were you I'd choose one of the above options.
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Hmmm, there are several active good mods. What about this for an official release schedule: Alpha 23 preview release Alpha 23 Alpha 24 preview release Alpha 24 etc.? 3 months between each release. There's nothing like a deadline to put some butts on fire. Preview releases are stable builds that include no new content just all the fixes and whatnot for the previous release, maybe a few new features, some balancing changes, etc. but with these releases, mods like Hyrule, Delenda Est, Terra Magna, Balance Mod, etc. can choose to release for them. Also, you keep some interest going between the big 6 month releases. Six months is a long time, and just going by Youtube video count, content creators run out of things to say about the game by about month 3. Just an idea.
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These peoples here: Images provided by @Sundiata I think what they need now are better shields and a club for the clubman.
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The Nuba mercs portrayed in my image are simple tribesmen.
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First attempt at some Nuba mercs. The "clubman" holds a Mauryan mace for now. @stanislas69 or @LordGood or @Alexandermb: a new club object would be nice.
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Right, but what I propose explicitly makes clear the important break between Meroe and Napata. You as the leader of your Kushites choose whether to stay true to the priesthood of Amun or favor the cult of Apedemak instead. To make TM simpler though, it'd probably just be easier to allow the player to build 2 different temples.
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Time. lol
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lol, word.
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I feel like you're going to have a bad time when it comes to maintaining your changes. Make sure you work very closely with the team and maybe you can get some of your changes implemented into the public mod code when applicable.
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If it works out good, then I think it would be an excellent choice to give this to the Kushites. When phasing up to Town Phase, player chooses Amun or Apedemak. This unlocks different temples, which have unique techs and access to different champions. What do you think @Sundiata?
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Here's my suggestion. Have a generic temple that can upgrade, i.e. give allegiance, to either Apedemak or Amun. Apedemak Temple gives you the Apedemak's Faithful axeman -- anti-building-- and the Amun Temple gives you the Napatan Temple Guard khopeshman -- anti-infantry. Each temple also comes with a couple of unique techs. If any civ could use the Age of Mythology minor god choice UI, it would be the Kushites. Wish that was possible. Would be my ideal choice actually, but upgrading the Temples would be a good secondary choice.
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Mimo is right. If you name the buildings along the standard way, as close to the standard format as possible, and even trick the AI with giving class names to things and making the AI treat them according to class and get some kind of approximation of real gameplay out of the AI without having to write an entirely new AI. Classes and template names are not seen by the player, only VisibleClasses is seen by the player, put custom classes there.
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Nice post TGC. Suggested before, shot down. This could work if there were battalions. I like the higher pay option. Could have the option of setting an amount of pay for your troops that drains metal or coin resource every X seconds or minutes. In turn, this increases morale, stamina, attack, etc. Maybe if they're paid well, they capture more loot. Too intricate for the mosh pit style gameplay though. I once proposed a Coin resource that you get by taxing the market, through trade, selling resources, and a few other means. Some units, like Champions, cost Coin. Could use Coin/Currency for the Morale idea too, as described above. Better for campaigns, IMHO. Could work for a strategic campaign, aka conquer the world style. Food could be one of those things that slowly drains as long as a unit exists, I agree. The current game can already do this, but when the stockpile reached 0 it just goes into negative territory and you get funny things happening. But yeah, I'd like to see the possibility of this, and once the food stockpile reaches 0 your units slowly lose health. This creates the possibility of scenarios where you can starve out a turtling player. Not so sure random stuff is good for matches, maybe for a strategic campaign as mentioned above. I like the possibility of Festivals or Parades. I think they can be like god powers or rechargeable abilities that you research at the Temple or Civic Center. Instead of a Farmer/Slave split of units, can have Citizens and Slaves. Citizens are the ones with an inspiration aura (Citizens are the slave owners after all), while Slaves are the ones who are good at resourcing. Citizens are trained from the Civic Center, while Slaves are trained from the resource buildings. The Market building can have some slave-specific techs. Slaves can cost a small amount of Coin and are capturable. Ringing the Alarm Bell at the Storehouse or Farmstead makes the nearby Slaves hide inside, while Citizens deposit their resources and switch to Citizen-Soldiers/militia. Oh yes, I want this very very much. Also, would be nice if AI had "personalities" chosen based on the AI name. For instance, if you're fighting against a Roman AI with the name Cassius Longinus, then that AI player has a trash-talk script/style and a defined play style. Yeah, map creeps, spawned, max number alive, from a source, like a Tavern or Camp until its destroyed. Just a unit-spawning feature would be nice in general for a lot of things. Would be cool to have a casualty list at the end of the match too. lol Roads can be easily implemented. Making units use them is more difficult. Best left for a strategic campaign. For matches or for Atlas/scenarios? If anything I was entertaining the idea of getting rid of named heroes and having units like Bannermen and Noisemakers that take their role, then moving Heroes to Atlas for scenarios. Let me expand on this. Have "grove" objects, which are stands of trees representing forests. I have these in Delenda Est. Then allow some civs' units to "garrison" inside these as a hiding/stealth/ambush measure. All of this works much better with a battalion system in place.
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Nice. What if the Shaman is trained from the shaman's tent, but all the Temple techs are researched by the shaman himself?
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Target Marker
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
ok -
Neat. This can't just overwrite the files, all old files need removed and then these pasted in their place?
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Target Marker
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Not sure if this is snark or what. Regardless, I did my part and pointed out a minor beneficial change to the template. Over and out. Actually, know what? Leave the tag out. Your first instincts were right. It's unnecessary. I'll keep the tag in for DE though. -
Target Marker
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Disagree. It's a feedback issue. Same with the target flash feature. It visually indicates a successful player input. -
Well, if you want to be pedantic, then neither did many sedentary cultures. Greeks, besides Spartans, did not have standing armies, and most ranged units like archers and slingers were home-trained. Barracks and Archery Ranges and whatnot in the game are abstract concepts for gameplay purposes.
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If you could zip the files needed together, I can post it on moddb as a hotfix.