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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. New tech at Outpost: Frontier Watchtowers ("Limites"). Upgrade the outpost to a Watchtower, with greater health and capture points and greater garrison capacity.
  2. 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
  3. 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.
  4. 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.
  5. Need references for Auxiliary and Legionary shield pattern.
  6. 60 civs spread over 14 culture Not concerned. On basic level they all use the same units. A spearman in one civ have same function as a spearman in another civ. Most of the differences are a matter of degree. Though, some civ have a few major differences, just use math to see how the major differences stack up. Example: Can use math to see how Principate Romans citizens + slaves econ combo stack up against Republican Romans female citizens + citizen-soldier econ combo. But in most civs a female citizen is just a female citizen and a slinger is just a slinger. Most civs will have access to most unit types, either from barracks or from the mercenary camps. Look at balancing as part of the fun. Plus with so many civ there will be so many variation that not 1 civ can dominate all others, there will likely be a half dozen other civ with good combos that can take down the dominate one. I also do not feel all civ need to be equally balance. I am fine with having underdog civs and dominate civs. More of a challenge to win with an underdog civ. Eventually, with player input/polls and win-loss statistic it can be determine which civ are powerful and which are weak. Can add new sorting tags based on this, "Dominant Civs Only" or "Barbarian Civs Only" or whatever which I think could be very cool.
  7. Much stuff can be re-used across same culture (especially buildings!)
  8. Delenda Est will add approximately 60 civilizations (lol) to the game 0 A.D. all based on 14 culture group in the Eastern Hemisphere between 500 BC and AD 500. It's my hope that the cultures UI mod can get working again to help make the culture groupings a real. Each civ will have its bonus and penalty as well as each culture will have its bonus and penalty. A civ can be in more than 1 culture group, giving the attributes, bonuses and weaknesses of each culture group it is in. GUI Something like this, but with drop-down list for cultures. Final civilization list with all modded civs, original civs, and the Han from Rise of the East: 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
  9. The UV map of the dude models is so bad. I can't wait for the new meshes to come to power.
  10. Agreed the modding is very easy! Though, I would keep territory concept for most civ so Nomads (Scythians, Huns, etc.) can have some kind of unrestricted territory bonus.
  11. Here we can discuss what helmets the Principate Romans should have. Lion's posts can go here too.
  12. Should probs be more like this but with some linothorax and scale variations too. Pteruges variants. etc. Also, no silver helms. Here is good reference image too:
  13. New tech at Civic Center: Urban Cohort, unlock training of Roman Legions at Civic Center.
  14. Guys I have make default player color more vibrant. I think it will help with gameplay (even if look a little cartoony-in fact it make it look a little more like AOE).
  15. If Tarentines are mercenary, then add them as mercenary. Median Cavalry can be their regular javelin cavalry.
  16. Your latest patch work perfect as described! Only 4 more thing to make garrison point work perfect, in this order: 1. Selection ring must be at feet (or at prop coordinate, whichever) instead of on ground. 2. Unit garrison on top wall gate should not prevent passage of unit (or keep door open). Unit obstruction should be ignore. 3. Maybe remove silhouette for visiblegarrison units on parapet. 4. Select wall or fortress you see the visiblegarrison troop health bars too.
  17. Make no sense for slinger to take down siege towers and ram.
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