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Everything posted by wowgetoffyourcellphone
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I have notice a newish bug with unit AI behavior. The AI player's units will spontaneously gather around buildingss. 1 unit per building. Happens every match, hinder the AI player and reduce the challenge. Units will gather around all types of building, not just house. Can you diagnose problem or do you need extra files? @mimo whoever. \ I entertain the idea it is because of some mod changes, but I am not sure.
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Give this one some love, guys. He really like the game.
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Victory Conditions Ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Alexander the Great's catafalque and castrum doloris -- funerary bier -- would be perfect for this object. It nice and historical and not generic. http://www.ancient-origins.net/opinion-guest-authors/tomb-alexander-great-part-1-001807?nopaging=1 -
I think it would really help AI and players for that matter build walls if walls could be build over trees.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Well, the Pyramids are phase prerequisites, the wonder is not*. Though, I like your idea of making it a special building instead. It should be smaller in my opinion than the Ptolemy wonder, so not to be confused with wonder. Maybe possible to make building 5 pyramids a "wonder" victory for these guys? For the pyramids, can make the player have to build 2 of them for Town phase and then maybe 3 more for City phase, so they have to have multiple ones. With auras, you can make the pyramids increase in cost for each one you build. Instead of the phase tech increasing territory radius, each new pyramid increases territory radius. Actor variations can give them a nice variation in look, like houses have nice variations. Should investigate a way to make these pyramids auto-research the phase techs. See if that's possible with the current codes or ask the wfg team to give the engine this feature. If it's possible, then the portraits for these pyramids can be the phase portraits -- II, III, etc. The II pyramids can be smaller and the III pyramids larger and more ornament. Build Two II-pyramids and doo-doo-doo Phase II auto-researches. Then build three III-pyramids and doo-doo-doo, Phase III auto-researches. *In DE I use the wonder as the prerequisite for Phase IV, Empire Phase. If you don't include wonder, I'll just reuse the Ptolemy wonder for this purpose, no problem.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
I too suggest Scythians. I was going to add them to DE, but I think better to collaborate. I have try some tests with movable buildings and it work just fine, using the Upgrade feature already in the game, meaning no need for new feature.- 1.040 replies
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How can change resolution [no window mode]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Help & Feedback
I ask this months ago. Reply was it's broken. -
My Problem with Carthage's Embassy Limit
wowgetoffyourcellphone replied to sphyrth's topic in Help & Feedback
For a radical departure for Carthage and mercenaries/embassies, see DE. In short, mercenaries are unlimited to build (basically they just have a huge upper limit), while citizens are the ones that are limited. I'm not happy with them in DE currently, but I think it's on the right track. I haven't spent much time tweaking it, but this thread gives me ideas. I think what I'm going to do is get rid of the unit limits and limit the buildings differently: I'll make it 1 barracks per civic center (this trains citizen soldiers) and remove the limit on embassies. I really like the "choice" you have to make in vanilla, but I agree it's too limiting. Maybe the idea was to make the embassy mercs train super fast and was never implemented. A solution for vanilla may be to come up with a 4th embassy culture and then have 2 sets of paired techs that allow you to choose which 2 embassies to unlock. Once unlocked, you can build an unlimited number of them. Too bad we can't have more complex tech decision making beyond just pairs, though the vanilla game removed all complexity in technology many alphas ago. -
I do agree that the vanilla Elephant Archers are strange indeed. They should be slower than other cav archer obviously (half as fast) and higher health (maybe double health, exact number is unimportant in alpha). It's an elephant, not a horse, make it unique some way. Just get it close for alpha, fine tune in beta. I like Lion's idea of making the priests have other abilities too. I'd make the abilities unlock with tech. Maybe use some old school tech names like "Fanaticism" for conversion.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Yes, and remove this from them Ptolemies. Ptolemies should be a booming civ, not rushing civ.- 1.040 replies
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Priests basically manage themselves, but I think it folly to talk balance at this point. So much time wasted on balance when gameplay features like formation fighting and charging and running all not even implemented yet.
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Why do priests cost so much anyway? Try reducing their price and see if they are use more.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Those are just suggested music titles. For "unique" thing to Kushites: Their pyramids. Full stop. Make these a defining characteristic of the civ somehow. Possibile features: Make building pyramids a prerequisute for phasing Make them integral to the economy somehow -- trickle? Maybe make each new pyramid add to the territory effect of buildings Each new pyramid can cost more than the last -- see DE cult statues for this Perhaps all of the above or a combination or something I haven't thought of. For integration into DE, all I would need is a cult statue object and I can do all the rest -- like the mercs for mercenary camps. Many of the merc camp mercs in DE are the vanilla "mercs" just repurposed to my feature. Others are all-new to plug gaps. Either way, in DE's merc camp feature it give access to troop types to all civs, just in different ways.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Listen to Lordgood. Integrate now, if that is the decision. Also, cult statues can be eye candy objects for your mod if you want, but he's right, that they actually use a new 5th resource. So, if you want these civs to be as Vanilla-ish as possible, then true cult statue is out.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Glory and Cult Statues How Siege Weapons are built is heavily modified for all civs Mercenaries and Mercenary Camps Technology trees completely changed, expanded, and complexity added Too many other thing to list here- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
I do not want to go off topic, but I would add the DE features, like Cult Statue, Mercenaries for Merc Camp, etc.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Undoubtedly, l add them to DE with special modification.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Mybe a couple of Egyptian style column next to the front door of the barracks, flanked by 2 lions? Reuse the Egyptian textures and mix them into the Kushite buildings. I'm not getting the Egyptian influence yet from these --very good -- structures. The front door of the barracks also looks very very small, for midget.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
kush_barracks kush_civil_centre ... kush_infantry_spearman_b kush_infantry_spearman_e etc. So, kush_ for templates and civ code. Kushites for the civilixation name. { "Code": "kush", "Culture":[ "egyptian" ], "Region":[ "africa" ], "Name": "Kushites", "Emblem": "session/portraits/emblems/emblem_kushites.png", "History": "The Kingdom of Kush was an ancient Afrian kingdom situated on the confluences of the Blue Nile, White Nile and River Atbara in what is now the Republic of Sudan, South of ancient Egypt. The Kushite era of rule in the region was established after the Bronze Age collapse and disintegration of the New Kingdom of Egypt, and it was centered at Napata in its early phase. After King Kashta ('the Kushite') invaded Egypt in the 8th century BC, the Kushite emperors ruled as pharaohs of the Twenty-fifth dynasty of Egypt for a century, until they were expelled by the Assyrians under the rule of Esarhaddon. Kushite culture was influenced heavily by the Egyptians, with Kushite pyramid building and monumental temple architecture still extent. The Kushites even worshipped many Egyptian gods, including Amun. During Classical antiquity, the Kushite imperial capital was at Meroe. In early Greek geography, the Meroitic kingdom was known as Aethiopia. By the 1st century AD, the Kushite capital had been captured by the Beja Dynasty, who tried to revive the empire. The Kushite kingdom with its capital at Meroe persisted until the 4th century AD, when it weakened and disintegrated due to internal rebellion. The Kushite capital was eventually captured and burnt to the ground by the Kingdom of Axum.", "Music":[ {"File":"The_Blue_Nile.ogg", "Type":"peace"}, {"File":"Kandake's_Dance.ogg", "Type":"peace"}, {"File":"The_Tombs_of_Our_Fathers.ogg", "Type":"peace"}, {"File":"Our_Sacred_Mountain.ogg", "Type":"peace"} ], Title of mod? Maybe: Rise and Rule: The Kingdom of Kush The Rise of Africa African Empires Fury and Fate: The Kushites Kingdom of Kush The Kushites- 1.040 replies
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He might have just been inspire. It's okay.
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If AOM did one thing very awesome, it was the game encyclopedia. It was completely crossreferenced and everything.
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I'm asking if there is trac ticket for the feature.