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Everything posted by wowgetoffyourcellphone
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Indeed, a Stables/Barracks split could be possible. I might throw it in there. For your last point. I think maybe battalion formations could get more organized as the units promote to new ranks. Basic level troops their lines would be kind off messy, while Elite and Champion battalions would have laser-straight lines and files.
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Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
In my gameplay proposal thread, I proposed that you can build slaves from dropsites. They're econ units only. I could see the possibility for a strategy in a nomad match where the player miiiight want to build a few storehouses and farmstead first, before their starting CC and gather some more resources before they found their city and announce to the enemy where they are. Dunno. -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I can do this right now with a hack. Field template <RequiredTechnology> would be something like "Unlock_Farms", which is an auto-research tech with prerequisite of a Farmstead class object. Then with Player.js, make it so for every 1 farmstead, up to 8 fields are unlocked. The first bit is a hack, the last bit isn't. The non-hacky way would be to code the game to allow templates to have a RequiredClass or a generic Requirements element, with different requirements possible within that element. Right now, the only requirement possible in the templates is RequiredTechnology. It's not a super ugly hack, really, and may be the preferred way to do it for all I know. Anyway, we can combine all of these things, really, since they all make sense separately and together. -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Only skirmish maps for now. Easier for me, plus the skirmish maps can be made to exacting standards that maximize the gameplay changes I have made. Just way easier to test things with skirm maps. -
Take Dropsite Away from Civic Center
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I already synced the CC/dropsite change to git. -
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.
