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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yes, if you guys do all the work I can add them to DE. Though, I could help with some things. Nabataeans and Thracians would make good additions. IMHO, I think only the Civic Center should look Greek. Otherwise, they should look very rural. Halfway between Greek and Celtic.
  2. I looked at @Aghilas's PDF civ profile. Look like a great start. It fires the imagination. Can I make some suggestion and expand on some of your ideas? You can do with this as you want. Ignore too. lol Overall: Like the Ptolemies, they have a mix of very strong primary buildings, and very weak smaller buildings. They are very core-defensive, but have many trading bonus and unique features. They have a duality of their Bedouin-Nomadic early days and their more lavish settled latter days. So, here I go: Storehouse split into Mining Camp and Lumber Camp. Both are very cheap or free. Farming is done at Walled Gardens. Unlike the Farmstead and Farm Fields of other civ, the Walled Garden can be garrisoned and defended if necessary to do. Tent - The "house" for Phase I. Cheap, quick to build, but can be destroyed with 2 or 3 swipes of sword. There are some tent object in the game already that make good placeholders. They can be build anywhere on the map. Later, have a Stone House upgrade that unlock building of stone houses in Phase II or Phase III. Stone House can only be built in home territory. Barracks split between Bedouin Barracks ( Phase I, cheaper, faster to build) and City Barracks (Phase II, more expensive, slow to build). Bedouin Barracks trains the Nabataean Axeman, Nabataean Slinger, the Bedouin Scout (Camel Skirmisher), and Camel Archer; City Barracks trains Hellenized units like the Melee Infantry (thureophoroi), Horse Lancer, Champions, and Bolt Shooter. Tribal Skirmisher and Desert Archer can be the mercenary camp units. Market is split into two unique building. Trading Post - Can be built in own, ally, and neutral territory in Phase II. Land Traders are trained here. Build along a trade route to beef up speed and health of traders with an aura (40 meters). MinDistance of 50 meters between each. Trading techs are research here. Treasury - Like the Dutch "Bank" in AOE 3. Gives a trickle of resource. In Phase II it gives slow trickle of all resource. In Phase II use Upgrade feature to switch between the resource you want to have trickled. Bartering also happens here. I like the Cliff Snapping idea too. If a building is snapped to a Cliff, they get +50% health and +5 crush armor. The only civ that can do this. Doesn' apply to Tent, Mining Camp, or Lumber Camp. There is no Fortress. Instead, can upgrade the City Barracks, Gates, Walls, Towers, etc. to increasing ranged defenses (1 arrow -> 2 arrows -> scorpion bolts, etc.). Lastly, Civic Center. The beginning Civic Center is a collection of tents with a fire in the middle, the Encampment. The new Civic Center you build in Phase II is the strong new stone Civic Center, showing the change in culture to settlement. This is the opposite of the Ptolemies and Seleucid, who have cheaper expansion CCs. The stone CC doesn't have a MinDistance from the Encampment, so can be build nearby. Only has MinDistance from other stone CCs. Water-based technologies (cisterns, irrigation, water management, etc.) at the CC can upgrade the health of Nabataean units.
  3. Looking at this civ json make me excited to see the Nabataeans. I can use imagination and envision the buildings to be very blocky in overall shape, but the details to be Hellenistic (Greek facade). Also, the colors of the building to look like pink sandstone and plain, like chiseled out of the red rock of the desert. The "house" can be bedouin tent - low health and fast to build, but very cheap. The "Treasury" can be like the Dutch "Bank" in Age of Empires III, but also can barter (or maybe the Treasury should be their Wonder instead).
  4. Maybe (for the tech pair supersede problem, look like I'm not only modder who have trouble with the Struct Tree), but Chanakya (unit who can research techs) was displayed fine before the recent structree changeset. ¯\_(ツ)_/¯
  5. Not sure if it's related to that changeset or a earlier changeset that changed the structree code, but now I am getting this problem: ERROR: JavaScript error: gui/structree/draw.js line 187 TypeError: prod is undefined draw@gui/structree/draw.js:187:1 selectCiv@gui/structree/structree.js:303:2 __eventhandler162 (selectionchange)@civSelection selectionchange:0:1 ^That's when I select the Mauryans. Probably do not like the Worker Elephant and Chanakya units having techs. ERROR: JavaScript error: gui/structree/structree.js line 121 TypeError: techPairs[pair.req] is undefined selectCiv@gui/structree/structree.js:121:7 __eventhandler162 (selectionchange)@civSelection selectionchange:0:1 ^This one I think has a problem with a tech pair superseding a single tech. Only happens with civ that have a tech pair (Olympic Wrestling/Hoplite Race) superseding a single tech (Greek Martial Arts). Also, when structree problem occurs, it 'pause' the game when I go back to the game, but have no pause dialog.
  6. Okay, select both Chanakya and Farmstead. Should show both sets of tech, but it only show Chanakya's techs. EDIT! Looks like it show the lowest ID's techs in this example.
  7. I would do it guy but my 3DS Max subscription is cancelled (had discount before, but now is astronimical in price, lol). And Blender is completely alien to me (used to max too much, I guess).
  8. Must curate for compatibility? Maybe subforum have subforums for each alpha.
  9. http://trac.wildfiregames.com/changeset/18773 I believe this is the commit that break paired techs^ Single techs unaffected by this warning.
  10. Caledonian Meadows is good. Alpine Meadows was good suggestion too.
  11. These two alreayd in the game: These two I make from assets I find in the public art repo: Enjoy the choice.
  12. Right, the actual library part. The courtyard in front would be overkill unless it was Wonder.
  13. It wouldn't take much to get it commit ready. Just copy some of the statue already in the game, give them a bronze texture (don't forget the spec map) and stick them on little blocks along the front of the roof. Then just remap the roof with the bronze tile texture. Render AO map. Export model. All done.
  14. The Maurya Indians (Above left to right: Chandragupta, Bindusara, Ashoka, Chanakya) (Above left to right: Brahmin Priest, Artisan-class Citizens, Laborer-class Citizens)
  15. Why do Royal Stoa need to have a special icon? There are a couple of column icons already in game.
  16. I found a great source for free music, attribution-only required. Might include this music in the next alpha.
  17. This list is everything I can think of that is in Delenda Est right now. Will be release within a few days of next alpha (couple weeks from now).
  18. Okay, so since the first release is soon with the next alpha, I will use this space to list all the change and features in Delenda Est compared to vanilla game. This is not a changelog because I don't have the time to document every minor change. I will organize this better later. New civilizations: Principate Romans (Imperial era, heroes are Augustus, Titus, Trajan, they have a "Slave Economy" mechanic and a "Auxilia" mechanic; they also unlock phase upgrade by building Temple of Vesta and Triumphal Arch respectively), Epirotes (a war elephant Greek civ with interesting mix of mercenaries, war dogs trained from houses), Thebans (fire raiser, Sacred Band, Thespian Black Cloaks), and Scythians in the planning stages (with packable, moveable buildings). All new technology tree for every civ. About 75% of the tree is shared, but 25% is unique to each civ, especially at the Blacksmith. Pair techs reimplemented with lots of technology innovations (for example, there is a tech pair at the Blacksmith that either reduces cost for blacksmith techs or reduces research time. Since blacksmith techs tend to take 60 seconds to research, this can be interesting choice if you want to rush or anticipate being rushed). Phases are like this now: Each phase upgrade increase unit line of sight (which start very small) and Civic Center territory radius. Phase I "Village" - Economic focus. Storehouse and Farmstead can be built in own and neutral territory. Can only train infantry soldiers and 1 cav (cavalry limit removed at Phase II "Town"). Dock is split to 2 buildings, the Dock (economic) and Shipyard (military). Dock available in Village Phase, with whole new technology tree Phase II "Town" - Settlement becomes more sophisticated with access to more important buildings, like Market (whole new tech tree), Shipyard (warships, with whole new tech tree), and Blacksmith (large new tech trees unique for every culture). Stone Wall is unlocked too, so use stone to build powerful walls or use the stone to go to Phase III "City" Phase III "City" - Can now build Fortress and train heroes and champions. Catapult and Bolt shooter unlocked with Ballistics technology. Civic Centers can be built now so you can plant new colonies. Build a WONDER to go to the last phase. Wonder automatically increases the max pop cap for the player, "A Wonder for the Ages." Phase IV called "Empire" Phase - Unlocks a bunch of powerful technologies. All siege upgrades can be obtained in Empire phase as well as champion and hero upgrades. Defense Towers have upgrade from Wooden (Village Phase) to Stone (Town Phase), for 100 stone cost and 30 seconds. Outposts can upgrade from Wooden to Stone as well, for 50 stone cost. Mercenary Camps are permanent objects on the map that can be captured by any player. Train up to 30 mercenaries at the camp very quickly, but cost a lot of metal. Mercenary limit increased +10 for every camp under control. Not all civs have mercenary units yet in this alpha, but will for next alpha. Formations: 3 formations deleted, the rest are altered. Column formations give a speed boost. Phalanx and Syntaga formations are slower, but because of "Locked Shields" aura for hoplite units and "Massed Pikes" aura for pike units, units get armor and attack bonuses respectively. The Wedge formation for Cavalry gives a big speed boost. "Open" formations look a little messy. Melee Cavalry have a trample aura. It is not idea, since it works even if the cabalry are standing, but it's a start. Chariots have this aura too. War Elephants are very strong now. They have a Trample Aura and a Terror aura. The Terror aura reduces the attack and speed of nearby enemy units. War elephants are countered by Skirmishers and Flaming Pigs, which have an aura that reduces the max health and attack of war elephants. Train a pig from the corral, then set it on fire with the upgrade button (lol). Ranged siege are revamped. The stone thrower or catapult class siege is no longer trained at Fortress and no longer packs up to move. Instead it can be built by soldiers in the field and is stationary. All new unit balancing and hard counters. This is not quite balanced yet due to lack of 1v1 play. Costs and train times for everything adjusted. All new skirmish maps: Britannic Road (2 players), Caldera (3), Miletus Peninsula (2), Treasure Island (2), Two Seas Redux (6), White Cliffs of Dover (5). Acropolis Bay heavily altered. Autymn Fields is a reskinned Gallic Fields, and Alpine Valleys reskin. New sandbox scenarios for many of the civs. Started on Corinthian Isthmus (8 players), Blue Nile (4), and Scythian Steppes (4) - these last 3 will finish in the next alpha. Population dynamic is changed. Support Units are 1 pop. Infantry are 2 pop. Cavalry are 3 pop. Default population limit changed to 500 to reflect this. Population limit options revamped. Game Settings: Population options revamped (100, 150, 200, 250, 300, 500, 750, 1000), new Victory Condition (Conquest Civic Centers), Conquest Units renamed to Genocide. Starting Resource options revamped (default set to 500 each). Game speed options adjusted. Descriptions of things rewritten. New loading screen tips and images. New GUI portraits for many units. New technology portraits by myself, Lion.Kanzen, and others. Going to remove the placeholder ones for the release bundling. New map preview images for many maps (most skirmish maps, some scenarios, and all random maps). Female Citizens can be captured now, but Spartan women cannot. Celtic women double capture points. Carthage is revamped so that mercenaries and embassies are a lot more important, because "citizen" units are limited to 40. Sparta is revamped so that the Syssition is more important. Spartiates can be upgraded to Olympic Champions (limit of 2). Sparta starts with 1 Spartiate as a special starting unit. Sparta can't build stone walls until Empire phase. Macedonians can upgrade the Barracks to a Royal Barracks, with more techs and champions. Can upgrade individual champions to better versions. Macedonians also get a 4th hero: Craterus. The Republican Roman and Principate Roman army camps can be upgraded to Civic Centers in Empire phase. "Mediterranean" civs, like Romans and Greeks and Successors train their heroes from the Civic Center. A bunch of updated terrain textures with spec and normal maps. Much to do in this area. More to come.
  19. The Vestals only come out of their insula for official business. They tend the eternal flame in the temple. I cannot imagine a realistic use for them in a standard game. Would be a good Atlas unit though for scenarios.
  20. Formations, battalions not implemented yet. Once that happens, all the balancing will be different. Not saying your balancing ideas aren't good for the time between now and that.
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