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Posts posted by wowgetoffyourcellphone
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I think units should be created in battalions by default. That gives the formation system a use (a "phalanx" with 4 pikemen doesn't make much sense anyways). Faction battalion sizes can vary, for example - a barbarian horde of peasants is larger than spartan elite red capes. Question is then how to work with the resource gathering system: keep it "as is" or tweak it. Having armies gather resources looks rather strange to me.
To me I think things can be more macro in behavior. In Delenda Est I have started process of making "grove" or "forest" obejcts for trees. So, around 20-30 trees in one clump is 1 object. That way there are fewer object on the map. Can still have straggler trees of course, which my mod does. So say there is a grove, and you task a battalion of 24 men (like in my screenshot), the max gatherers can be 24 or 48, so each grove can support 1-2 battalion of gatherers. If there are not enough slots (max is reached) then the extra soldiers can stand guard at the ready. Similar to farms, if you task a battalion to a farm the men will march there and spread out to as many farms as there are open slots. Extra soldiers in the battalion stand guard at the ready for raiders.
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I like the counter's above. It's too hard to position troops in place anyway atm so strategy should be developed elsewhere. Also i still like the idea of groups of ten soldiers, all bound into an army.
Yes, like this:
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Would be great spread the resources, away from. cc like old AoK.
I think I have done that for most skirmish map.
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Might be interesting to read http://wildfiregames.com/forum/index.php?showtopic=18525
Also I think you could use that subforum for your mod http://wildfiregames.com/forum/index.php?showforum=438
Here is good info too from Design document: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_Imperial
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I am not sure about slavery in a RTS, because it is at some point political and every game has at some kind a message. So making slaves the better or only workers would be wrong for me. They should have some important cons. Maybe they could die after some time of working (because of working to hard) or they could start rioting, when the slaves/worker/soldier balance is wrong. This would add a massive strategic layer, too.
The Servi could have diminishing health, yes is what I was thinking too. I am not too worry about "political" implication in my mod.
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Need idea for Special Technologies and technologies. Also what people think of 3 options. I have unit roster in mind already (I think), but that can be discuss.
Maybe 2 type of barracks. 1 for legionnaires troop and 1 for auxiliaries. Or barracks train legion troops and all auxiliaries train from the mercenary camps I have already implement.
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Civ Bonuses
Testudo: Like for the Republican Romans.Imperial Superpower: Imperial Phase give +50% civic center radius instead of the usual +25% radius increase.
Anything else?
Team Bonus
Client-States: Don't know what this would do yet. Suggestions? Maybe ally Civic Centers reduced cost and build time. Or ally Civic Centers +20% capture resistance?
Special Buildings
Army Camp: As with Republican Romans.
Siege Walls: As with Republican Romans.
Triumphal Arch: Some kind of attack boost aura or maybe link these with phase techs.
Insula: This replaces the House for Principate Romans. It is much bigger than a house and gives 25 pop. Costs twice as much.
Wonder
Circus Maximus or Flavian Amphitheater (Colosseum)
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I am start to make Imperial Romans for my mod. I envision them as a civ that break the 0 A.D. rules a little bit, by making citizens and soldiers completely separate. This is becaue the Romans had a true professional standing army. I also think of calling them Romans (Principate) instead of Romans (Imperial), because later we want to add the Dominate-era Romans (Eastern, Late). So, in the end we'd have the 3 major era of Roman history, each unique from each other:
- Romans (Republicans)
- Romans (Principates)
- Romans (Dominates)
For the unit distinction, I come up with 3 options:
Option 1: "Hybrid" 0 A.D./Norse in Age of MythologyCitizens (can be male or female randomly)
"Cives"
Gather resources, build civic/economic buildings.
Soldiers
"Milites"
Fight, build military buildings.
Option 2: "Classic RTS"
Citizens (can be male or female randomly)
"Cives"
Gather resources, build all buildings.
Soldiers
"Milites"
Fight.
They could be oddity in the game by making them like the classic Age of Empires civs with all soldiers being "champions" (do not gather or build) and having traditional "villagers." The one civ to be just like AOE.
Option 3: "Radical Departure"
Slaves (can be male or female randomly)"Servi"
Gather resources.
Citizens (can be male or female randomly)
"Cives"
Build buildings, empower Slaves to gather faster.Soldiers
"Milites"
Fight.
I like this one a lot. Intrigue me as direction.
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I have reduced the vision range of units at start of game. I bring back an old Age of Empires feature by making units have greater vision (+25%) upon each new phase. Hopefully at first the game world is dark and scary and then becomes more visible as phases pass by.
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Would be good basis for Part II Germanics or no?
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Hard counter are okay if they aren't too complicated. Old counter system was tooo layered with primary and secondary counter with various bonuses. It was logical but complicated. Check out the counter I make for Delenda Est:
Sword Infantry1.25x vs. Infantry and Elephant
(Faster than Spear Infantry and Pike Infantry, but less armor)
Spear Infantry
2x vs. Cavalry
(Good all-around stats, the basis for all infantry, bonuses and stats swirl around those of these men)
Pike Infantry
4x vs. Cavalry
(Lower speed and attack, but higher armor than other melee infantry)
Archer Infantry
1.25x vs. Melee Infantry
(A "general" bonus vs. melee infantry, so has lower attack bonus than Javelin Infantry)
Javelin Infantry
1.5x vs. Spear Infantry, Ranged Cavalry, and Elephant
(Javelin Infantry is the specialist)
Slinger Infantry
1.25x vs. Sword Infantry and Ranged Infantry
(Specializes a little more than archer, is fastest and lightest armored of the ranged infantry)
Spear Cavalry
2x vs. Ranged Infantry and Siege Engine
(The heavy cavalry of the game, with low speed and heavy armor compared to other cavalry)
Sword Cavalry
2x vs. Siege Engine, 1.5x vs. Ranged Infantry and Ranged Cavalry
(Like Sword infantry has higher speed but lower armor than Spear counterpart, good for chasing wily enemy skirmisher unit)
Archer Cavalry
1.5x vs. Melee Infantry
(The bane of heavy infantry everywhere, but is vulnerable to Javelin Infantry and Sword Cavalry)
Javelin Cavalry
1.5x vs. Support Unit (Female, Healer, Trader)
(The raider and scout)
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Lar uses a low-weight bow and many time does not even bring to full draw. He is trick shooter and very good, but he did not "rediscover" anything.
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This is expansion not full game right? I like screenshot. Ity looks like they are doing proper work with the bump maps and maybe even parallax.
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but have you removed your old matchsettings.json file in your config dir before putting it back to true ?
Yeah this works. Removed 'old' matchingsettings.json from the appdata/roaming/ config directory and set persist settings back to true. Works like charm now.
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Setting back to 'true' throws error, so this is the problem I think.
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; Persist settings after leaving the game setup screenpersistmatchsettings = trueto:; Persist settings after leaving the game setup screenpersistmatchsettings = falseIn local.cfg fix issue. My guess is new feature should not bug persist match setting feature.
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I do not have a modded gamesetup.js. Happen when mod disabled too.
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WARNING: JavaScript warning: gui/gamesetup/gamesetup.js line 901 reference to undefined property pData.Color
ERROR: JavaScript error: gui/common/functions_utility.js line 151 TypeError: color2 is undefined sameColor@gui/common/functions_utility.js:151:5 selectPlayerColor/pData<@gui/gamesetup/gamesetup.js:901:39 selectPlayerColor@gui/gamesetup/gamesetup.js:901:6 initMain/colorPicker.onSelectionChange@gui/gamesetup/gamesetup.js:377:48 onGameAttributesChange@gui/gamesetup/gamesetup.js:1532:4 loadGameAttributes@gui/gamesetup/gamesetup.js:784:2 initMain@gui/gamesetup/gamesetup.js:403:3 onTick@gui/gamesetup/gamesetup.js:829:3 __eventhandler141 (tick)@setupWindow tick:0:1
WARNING: JavaScript warning: gui/gamesetup/gamesetup.js line 383 reference to undefined property g_GameAttributes.settings.PlayerData[playerSlot]
ERROR: JavaScript error: gui/gamesetup/gamesetup.js line 383 TypeError: g_GameAttributes.settings.PlayerData[playerSlot] is undefined initMain/civ.onSelectionChange@gui/gamesetup/gamesetup.js:383:5
Since last update. When going to game setup screen to setup a match.
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You need bunch of loading screen tips to new players, even those are unfamiliar to 0A.D.
I think a good new feature should be a "Flip Book" in the "Learn to Play" menu. You can click (arrow over from page to page) from tip to tip to learn about game.
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Reintroducing concept of pop costs.
Support Unit: 1 popInfantry: 2 pop (food cost increased from 50 to 60)
Cavalry: 3 pop (food cost reduced to 75 from 100)
Elephants, Chariots, Siege: 3 pop
To compensate, I now take 500 the default max pop. Experimental for now. Should have roughly same number units as before. It's rare to hit max pop anyway.
I also make 'Fertility Festival' (unlock train women at House) depend on number of women workers. Need to have 20 women first to unlock Fertility Festival. Though, this now throw error in Struct Tree because the Struct Tree code does not know what "class" means in tech requirements. I will try to make an account and add to Track if not already there.
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Army formation 'Alexandrian' (classic melee infantry in the middle, ranged infantry in the back, melee cavalry on the wings and ranged cavalry on extreme wings)
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I think Deathmatch should just be the game mode, where host can still customize other thing like victory condition, etc.. Maybe even customize slightly the resource amount (Extremely High or Insanely High? Host choose, lol). But the core to Deathmatch would be that it auto-research all single techs (Phase tech are single, so they are auto-research too) and make pair tech cost nothing in resource or time. Another feature could be that Deathmatch boost gather rates and reduce training times.
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If you listen to the community all you get is "more content = more better". It doesn't matter if it's a good idea or not, community polls will always result in that you add it. After that you'll get the @#$%ing in the forums about how unfun the mechanic is.
You have to check if it fits your gameplay concept. If it doesn't you shouldn't implement it. If you let the community decide about gameplay related stuff you get a messed up game.
I agree in general. One must have strong vision for end product. And most community ideas are just people spitballing and seeing what sticks. That's why I advocate use these idea in mod first. Github is wonderful tool for this. And the game has a good mod manager to test changes.
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If you want "taxes" you could just do it with a tech and don't overcomplicate. In my mod I add 'Commerce Taxes' tech that gives trickle of resource for each market build. I could see maybe having it be a trade off tech:
Harvest TaxAll farms 10 food trickle per minute
Units -10% grain gather rateTrade Tax
All Traders 10 resource trickle per minute for every resource
But -10% speed
Something like this. Just ideas. But they should be simple and abstract, not require additional micro from player.
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Default team colors (Gaia and Players 1-8)
in Game Modification
Posted
Is anyone else having trouble with the cursor position not picking the color easily in the color drop down?