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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Get rid of the extra "wooden tower" thing added to game (last alpha?). Just make Defense Tower weak in Phase 1, like 500 hp (or less!). Make defender have to spend money on upgrade the tower to make them deadlier for defense in later phase II, III (IV in my mod). Melee cav don't need to be so strong to take down a 500hp wooden tower in Phase I or II (un-upgraded). Phase II can have tech upgrade to stone tower, with actor change (as in Delenda Est). Has double health now. Tougher to take down, but now they cost Stone too, so more expensive for the extra toughness. So, use stone for walls, Phase III tech, or stone Defens Towers? Defender must decide. While defender use stone to build tower and walls, attacker is using stone to upgrade to Phase III and get siege to kill defender's walls and tower. None of this need Slinger to have siege capability (lulz). Make slinger the anti-range ranged unit or just be cheap ranged support for the meat shield (or both), while Javelin Infantry and Archer Infantry are more specialize (Archer and Javelin Infantry seem to be more common to the most civs). Just some thoughts this lovely morning.
  2. Sling as siege is just not good at all. If you want a unit good vs. towers then make it melee cavaly, because tower have minimum range (melee cavalry approach tower fast so not under fire for long, they get under tower's minimum range and are free to chop it down). later you have tower tech that remove minimum range so now melee cav arent so good vs towers, which okay because now you have siege catapults to take care of them. Tactic progress as match progress.
  3. Cannot use "autohost" for all rooms so that games are hosted on a fast server instead of on random dude's 2005 HP rebuild from Merlin Digital?
  4. Yes, that is old. Those arent even the right swordman actors. Here how it suppose to look
  5. I think leave foederati for Dominate Romans as their Mercenary Camp units. Valetudinarium would make for great technology. Unlock garrison healing in barracks, auxiliary barracks, and army camp. I already use Lanciarii as Elite skirmishers. "Legionary Guardsmen"
  6. trajan column was definitely painted. Also, what Trajan statue is holding is an orb represent the world. Yes, the Romans knew the world was round way back in 1st century.
  7. Would look good with feather crest instead of horse crest.
  8. No I did not see him. Okay, Seleucid soldier units, I think can go this way (underline mean soldier need new texture or models or both): Civic Center Militia Thureos Spearman: Thureophóros PolitèsMilitia Skirmish Cavalry: Hippakontistès PolitèsMilitary Colony (has "Syrian Tetrapolis" upgrade) Syrian Archer: Toxótēs SyríasMacedonian Settler Cavalry: Hippeus MakedonikosBarracks "Bronze Shield" Pike Infantry: Phalangitès Khalkaspides (has "Gold Shield" upgrade)Thureos Skirmisher: Thureophóros Akontistès Companion Heavy Cavalry: Hippos Hetairike (has "Agema" upgrade)Median Light Cavalry: Hippeus MedikosMercenary Camp Thracian Swordsman: Rhomphaiaphoros ThrakikósArab Tribal Skirmisher: Pezakontistès ArabikósCretan Archer: Toxótēs KrētikósGalatian Sword CavalryTarentine Medium CavalryDahae Horse ArcherFortress Traditional Army"Silver Shield" Pike Infantry: Phalangitès ArgyraspidesScythed Chariot: DrepanèphorosReform ArmyRomanized Heavy Swordsman: Thorakitès RhomaïkósSeleucid Cataphract: Seleukidón KataphraktosArmored War Elephant: Thorakisménos EléphantosSiege Catapult: LithóbolosSiege Tower: Helépolis
  9. The Arabic Javelineer is not same unit, just use same actor as Persian. I will guess the Seleucid peltast need new textures and stuff.
  10. When build wall, units spread out to the wall towers and build them first, then fill in the gaps with the walls.
  11. At some point I will balance tech costs for all civ by counting up all resource count for blacksmith tech by each phase and adjust costs from there. Greek civs suppose d to have cheaper techs than all others, but I have not done this yet. The Greek bonus would be easy to add if the game had tech effect possible to affect other techs (like cost and time). I want this already for Forging (blacksmith techs -50% research time) and Metallurgy (blacksmith techs -25% resource cost) techs for all civ.
  12. It sound like you have to delet your cache? Try unloading mod from mod selector first and reloading it in mod selector and running game. See if that reset everything. If it does not work, delete the delenda_est folder in the cache. Look in C:\Users\You\AppData\Local\0ad\cache
  13. imp.json "StartEntities": [ { "Template": "structures/imp_civil_centre" }, { "Template": "units/imp_support_citizen", "Count": 4 }, { "Template": "units/imp_infantry_swordsman_b", "Count": 2 }, { "Template": "units/imp_infantry_javelinist_e", "Count": 2 }, { "Template": "units/imp_merc_cavalry_2" } ],
  14. Would be funny to have Praetorians slowly lose loyalty points and revert to Gaia after 10 mins or so. The traitors can then attack your units.lol Only after research all blacksmith tech. I have not tried much balancing. Also remember swordsman > spearman in most case.
  15. Sorry friend, I cannot reproduce. Does it stop the game? Can you train the slaves from storehouse and farmstead?
  16. Which map? Also, are you recently updated to latest?
  17. New tech at Outpost: Frontier Watchtowers ("Limites"). Upgrade the outpost to a Watchtower, with greater health and capture points and greater garrison capacity.
  18. This post show you the "main civ" is the culture. All of the "civs" are subciv with customizations. I also propose a GUI that make this forefront. You choose the Culture which have attribute, then you choose a civ in that culture that is tweak to your liking. Could go farther make it so that player can choose "Africans" for instance and then the game randomize a African civ for the player when game launch. Or choose "Hellenes" and the game randomize and give the player a random Greek civ. (of course the player can choose specific civ if player wants, without question). Africans Common Attributes: African war elephants, strong land trading Balkans Common Attributes: Skirmishing bonuses, good sword infantry, high attack, low armor Celts Common Attributes: Weak buildings, fast construction, fast-moving units, Rotary Mill Chinese Common Attributes: Massed infantry, population bonus, use of fire, crossbows Egyptians Common Attributes: Temple and healer bonuses, strong expensive tier 2+ buildings, free tier 1 buildings, mercenaries train instantly Germans Common Attributes: Capturing bonuses, "Ambush" attack bonus within forests, shield wall, high attack, low armor, ox cart dropsite, weak wooden buildings Hellenes Common Attributes: Theater (Hellenization bonus), technology cost bonus, strong sea trade, strong spearmen Iberians Common Attributes: Free circuit of walls at start, "Ambush" attack bonus within forests, monument, flaming pitch, strong fortress Indians Common Attributes: Armored war elephants, population bonus, good archery Iranians Common Attributes: Infantry train very fast but weak, good cavalry, strong land trading, Palace Italians Common Attributes: Good melee infantry, good siege equipment Nomads Common Attributes: Movable buildings, less restrictive territory concept, good cavalry, raiding and looting bonuses, no stone walls (except for Parthians) Punics Common Attributes: Champions trained at temple, mercenary concept is flipped, strong sea trade and navy Successors Common Attributes: Pike infantry, Library, siege tower
  19. I am not creating game, I'm creating mod. I don't care about "new players who will have to learn everything." Tell Rome:Total War player and modder that they should only have 4 civs. lol I think you can see how well I have done with Principate Romans. Once I make new hero textures I move onto something new. German civs maybe to give the Principate Romans proper historic nemesis.
  20. I did not say there would be no differences in gameplay. In AOK there are minor difference between civ and yet the civs play very different from each other. The game now have 20+ civ.
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