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Everything posted by wowgetoffyourcellphone
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===[COMMITTED]=== Ptolemaic library
wowgetoffyourcellphone replied to Tomcelmare's topic in Completed Art Tasks
http://www.ancientvine.com/libraryofalexandria.html -
===[COMMITTED]=== Ptolemaic library
wowgetoffyourcellphone replied to Tomcelmare's topic in Completed Art Tasks
(In the back) -
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.
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Crowd-sourced Civ: Mauryan Indians
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Official tasks
Can be elite version. -
Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
As long as you guy don't delete the old ones. -
Suggestions for the Gauls
wowgetoffyourcellphone replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
Looks interesting, LordGoo. Maybe show side-by-side with old fortress? And I think the ligher roof texture work better. What about this experiment? Have the Gaul buildings upgrade their look as upgrade phases. Thatch roof in Phase I and II and then shingle roof in phase III? -
pROOF: lol, just needs a new portrait for flaming pig.
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Started a new map, I call Blue Nile. It is another nomad-style map, 4 player. It represent the Blue Nile valley in today Sudan and Ethiopia. Players start the match as colonists in dire straights. No resources, only some supplies nearby. Must travel out of the mud flats and find a suitable place to settle nearer fresh water (the Blue Nile River) and more plentiful resources (wood, animals, farmlands, foraging). I have 4 maps I have start that I will not be able to finish before the next alpha (and the first release of DE). Adriatic Coves (4), Blue Nile (4), Corinthian Isthmus (8), and Scythian Steppes (6). It's a lot easier to make 2 player map, lol. Corinthian Isthmus (8) will be the biggest challenge. I hope to complete all by Alpha 23, but maybe not. Goal is to have a lot more skirm map selection for 4,5,6+ players. I also want to overhaul Bactria (2), since it look kind of unfinished.
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Someone send Jonathan a self-address envelope with a thumb drive, tout de suite! -
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That is why you need more than just 1 syntagma and game need battalions for proper battle lines.
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===[COMMITTED]=== Little wood towers
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
I like these, but I'll probably use them as outpost upgrades in DE. -
===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
That would be silly. What else is there to show in A21? Alphas used to debut entire building sets. Now 2 or 3 building must wait for the next alpha to have something to show? lol. Strive to make each release awesome. -
Hmm, I like your thinking for vanilla game. But I will go different direction if and when VisibleGarrisonPointClasses patch is (finally...) committed to the game. Bolt shooter were basically not use on the battlefield very often even by Romans. They were used in sieges and especially in defenses! On walls, on ships, in towers. So... When VisibleGarrisonClasses is committed, I will differentiate the bolt shooter by making it the siege weapon that can: Pack and move in a cart (I will make stone thrower a stationary siege weapon, like I already do with the Onager, build by soldiers in the field) Garrisonable on ship decks, on fortesses, and on walls and towers (stone throwers cannot) This makes them function 100% different from stone thrower and make them a defensive artillery. EDIT: Also, remember there are 2 type of splash damage: area and linear. Bolt shootr have linear "splash" damage already. So maybe make this more useful in some way.
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===[COMMITTED]=== Seleucid Structures
wowgetoffyourcellphone replied to LordGood's topic in Completed Art Tasks
Look good. Hmm, but they are not wooden... I think that is require for a wooden tower? I hate the two defense tower mechanic any rate (that's not your fault though).Why have wooden tower and stone tower be different entity when you can use upgrade to make the wooden towers to stone? Either tech or upgrade mechanics would work. ¯\_(ツ)_/¯ I love Library and Colony though!! #rockarolla I think the columns are too fat and stubby, but that's a problem I have with the whole set (cartoon), but at least it's consistency. -
There was a patch by @s0600204 that used to work for this, but it is now deprecate and throw lots of bad errors. I wish it would be added to the game. Very frustrating when lots of good patches and work don't get added and then the code is broken over time.
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Good thing I make mods.
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Questions About the Melee Roman Infantry Design
wowgetoffyourcellphone replied to sphyrth's topic in Gameplay Discussion
The Punic Wars Roman swordsman would be wear a pectroal (bronze chest piece), a bronze montefortino helm, and maybe 1 bronze greave on his left leg. That is the first line of Roman army. They are called Hastatus and use a Gladius Hispaniensis sword. The 2nd line of Roman army are the Principes and they wear the same helms, have same shields, greave, etc, but may wear lorica hamata, the chain hauberk for body armor instead of the small nearly useless pectoral. 3rd line is the veterans who are the Triarii. They have the best equipment and primary use a long hoplite spear called Hasta. The shield have round top because that was the shape of the Roman shields in the Republic era. Round top scutum can still be found into the Imperial era, mix with square top scutum. -
I would like pushing mechanic in the game. I think what can be done is give a <mass> component to units and then all some formations to multiply them. Some unit, like War Elephants would have a high <mass> number regardless of in formation or not. Walking to enemy would give the standard mass and charging could maybe multiply mass by some fixed number or some variable allowed in the template. What <mass> does is allow pushing and possibly add a multiplier to the trample and charge effects. The greater mass fdifference add more pushing (of course). Anyway, interesting idea for you. Imagine Phalanx have "Othismos" bonus: 2x multiplier to the hoplite's mass effects.
