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Everything posted by wowgetoffyourcellphone
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Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I hate hate hate hate committees. It's the reason I do not offer to work for or with the wfg team. IMHO, I don't care what analogues the Civic Center has with Age of Empires buildings. We are way beyond Age of Empire here. I want to make clear distinctions for buildings and units. It's why I want to alter the citizen-soldier concept. It's why I want to remove soldiers from the Civic Center and refocus them onto the Barracks and Merc Camps. It's a big reason I want to split the Civic Center from the Dropsites. In a zero resources at start match, first 2 dropsites can be free or something. Place them wisely. -
Portraits (Units/Buildings/Technologies)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
That is for "Lookouts" on ships, cost food and increases ship vision range. Could also be used for a scouting tech. It's taken from the box art of AOE1. "Cloaca Maxima" could maybe look like this: -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
You addressed zero of my points. -
Hi. Let's remove dropsite ability from the Civic Center. Why would I propose this? Forces building storehouses and farmsteads from the start of a typical match, introducing the concept early. Refocuses the Civic Center on its primary purposes: training citizens, upgrading your settlement, and claiming territory. The player places new Civic Centers for optimal territorial claim, rather than as a forward dropsite which more often than not is not an optimal territorial claim. It's a soft encouragement to place farms around the farmstead instead of around the Civic Center. I can get rid of the "Civic Spaces" farming penalty. I know that there's also the defensive benefit to placing around the Civic Center, but it's a step in the right direction here.
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Portraits (Units/Buildings/Technologies)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Not bad ideas guys. 1. I think real logistics might be going too far, unless we metagame it a bit like Rise of Nations did. Or, there is attrition while in enemy territory, that can be alleviated by building Supply Depots that cost Food, which have an aura that prevents attrition. I don't officially propose this, just throwing the idea out there. 2. I like the idea that the village phase civic center looks really primitive. It should look primitive, since this is the very first founding of the city. 3. I am like your idea @Bazar about 2 different settlement or civic center types. This mirrors a lot what @DarcReaver has been saying and I was resisting, but you kind of put it in a way that made it click with me. Maybe it's possible for the player found different kinds of settlements, like trading posts and farming villages. They're essentially just like a city settlement, but can't advance beyond town phase and is prevented from building things like barracks and stone walls within their provinces, while a city settlement is a full settlement with all buildings available and phase advancement up to and including Capital Phase. What do other people think of this development? Is it too limiting? I could see unlocking these "econ settlements" in phase 1 or phase 2, then unlocking "city settlements" in phase 2 or 3. And capturing these different provinces inherently gives different outcomes or benefits, while losing them strikes different blows to your civilization. It hurts to lose them, but each in their own way, just like it's a boost to capture them, each in their own way. ----------------------------------- I'll sum up my proposal for units here, really quick. Slave - pure econ, very slowly dies when gathering, maybe heals when idle with a tech; perhaps has male and female versions with slightly different roles; see Delenda Est civ Principate Romans. Citizen - who can muster into militia when called via a town bell at Civic Center and at dropsites; has aura that boosts slave gathering, aka "Slave Masters"; who is the primary builder unit. Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Masters" aura; who can build military buildings, but do not gather; who are trained as battalions. Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya or Cleopatra, are trained as singles; number of auras is reduced and/or rebalanced.
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Trying to Trace Back the Citizen Soldier
wowgetoffyourcellphone replied to sphyrth's topic in Gameplay Discussion
I'm going to stick to my proposal of: Slave - pure econ, very slowly dies when gathering, perhaps has male and female versions with slightly different roles Citizen - who can muster into militia when called; has aura that boosts slave gathering, aka "Slave Ownership"; who is the primary builder unit Citizen-Solders - these are your cheap barracks military units that you use to mass for attacks or defense, who also boost slave gathering rates because they are citizens with the "Slave Ownership" aura; who can build military buildings, but do not gather; who are trained as battalions Champions - trained in battalions from fortress or special buildings; your professional soldiers; can upgrade each battalion individually with cool units to boost their battalion effectiveness or boost nearby citizen soldier battalions; limited training in some way, either hard limit or some sort of soft limit. Heroes - some, usually fighters like Leonidas or Scipio Africanus, are trained in battalions, while others, like Chanakya for example, are trained as singles; number of auras is reduced and/or rebalanced. -
Dropsites outside of the borders
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
The current state of the game is dire. This is about changing it. -
Dropsites outside of the borders
wowgetoffyourcellphone replied to wraitii's topic in Gameplay Discussion
If we look at poll, look like the status quo is only at 36%, while change is at 64%. -
Spartiates do not build anything.
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If AOEO had looked more like this, I wouldn't have balked. https://www.artstation.com/artwork/QEvnl
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https://www.artstation.com/artist/fern
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Link to artist? Deviant art or blog?
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A new unit training queue next to the technology queue. Upper right. Same functionality as the tech queue.
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Victory Conditions Ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I think it would be just like the Wonder victory as far as coding goes. Just extend it to be able to be added to any template, this case a flag object , then add the options in the UI and AI. -
Victory Conditions Ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I understand this, I do. But in the end, as designer you "guide" the player to the gameplay you want for the game by making design decisions. It's fine though, not a big deal. Maybe 60 minutes would be a good upper limit though, instead of 120 and my 20. This would be awesome. -
Yes, I expanded it to all support units.
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Already implemented in the game. Hmm, maybe, maybe not. Depends if there's some kind of overpowered militia rush in phase I. Can just make them get more expensive the more you make too. A lot of the stuff can be implemented without any C++ or big JS changes. But some crucial parts do need some programming.
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"Uber techs" I just meant extra techs above and beyond phase III, really. Not game breaking stuff, "nice to have" techs. I'd also push siege techs to phase IV. The siege weapons become available in phase III, upgradeable in phase IV; probably the same for heroes and champions: unlocked in phase III, upgradeable in phase IV.
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A Nabataeans mod is being designed.
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Victory Conditions Ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Haha yeah, I think the timer options should be reduced, for both Wonder and Relic victories. Maybe from just 1 to 10 minutes. Add 15 and 20 minute options for those who are masochists. Certainly, 120 minutes is, uh, laughable. lol Here's mine: { "Times": [0, 1, 2, 3, 4, 5, 10, 15, 20], "Default": 5 } -
I haven't touched on the faction differences yet, but one can look at Delenda Est to see what I have done there and then extrapolate further. I'd make Persians and Mauryans more Zerg-like, masses of low-quality troops with a few battalions of high quality shock troops. of course, a lot more changes and additions to make civs unique. This document was just a general overview and provides the base. That's basically what I'd propose too, just add loot, treasures, etc. and the trading too, as ways to attain Coin. Not far off here. Perhaps the Market can be configured between producing/trickling Food, Wood, Iron, Stone, and Coin. We're aligned on making the market bartering Coin-based. I'm okay would some capturable neutral settlements being on the map. Perhaps maybe 1 neutral settlement per player, but also still enough room to build more new civic centers/provinces later in the match. In this proposal, there are 4 phases, so having Civic Centers available in phase 2 seems pretty early already. Phase 1 should be for setting up the home town. If there are capturable neutral settlements already on the map, then there's already a way to expand. If storehouses and farmsteads are buildable in neutral territory from the start, there's already the possibility for eco spreading. I'm cool with Phase 1 being economic. The only soldiers are the citizens when they are called to arms/mustered with the town bell. In this proposal, Wonders are a prereq for going to phase IV, which has the uber techs, siege techs, etc. Also, in this proposal, phases are on a per settlement basis, so you can have a settlement at city phase, while you may have another at town phase, and yet 2 others still in village phase. Point is, not all settlements are the same and have the same structure availability until they are phased up independently.
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BTW -- this thread wasn't my proposal for mod, it was my proposal for the vanilla game. It would require a fork of the code and a team to do a mod, and I barely have time and interest to maintain Delenda Est. Okay, some addenda based on comment from commenters who say commenty things: Slaves don't slowly lose health anymore, or maybe if they do, the health drain only occurs when gathering and is rather slow. I think "Silver" in my presentation should be called Coin instead, since it represents trade and taxes, essentially coinage. To make population easier to manage, I think each civ should get a secondary house-style building at City Phase. Bigger, more population bonus. For the Romans, it's the insula. Maybe for the Celts it's an artisan's village, looks like a collection of houses. Basically, you start to build whole neighborhoods at once instead of individual little houses. Straggler trees being removable can help with the size of things. So, in DE, the Roman insula is 25 pop. Building a few of these, even if more expensive and larger footprint is more efficient than building 10-pop houses.
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I sympathize, but honestly there need to be better quality control for maps. Also, because there's a limit of 1 market per civic center, you can 't place them right next to each other. Designers need to design their maps with all features in mind. Many do not. Again, I sympathize because features are always in flux. Is an alpha of course.
