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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. On 1/28/2016 at 9:43 AM, DarcReaver said:

    The design isn't even remotely finished ata all, so there is no apparent gameplay apart from "harvest lumber + food, build soldiers". Like half of all techs are missing, there are a handful of units which do not cost a logical amount of resources and the economy system is unfinished. 

    How can this be unbalanced? Also, how is this graphic alpha in any respect "competitive"? I don't get it..

    I really think unit should not cost mor than 2 different resource. I am baffle why so many unit cost 3 resource. A lot of tech cost are really very strange as well.

    • Like 2
  2. 8 hours ago, SeleucidKing said:

    It looks nice, but while this games specific rosters arent complete, the attributes and strenghts of thr factions are already balanced and provide a framework for roster and tech creation. The Seleucids are a very good cav faction according to their official design (read the current design document), and unfortunately, your roster isnt quotew strong enough...

    I think his roster is quite strong with cAValry.

  3. 3 hours ago, intipablo said:

    Ah yes i've never been a big fan about that, but it is true. I forgot all about it for a second there! :)

    Plan is to make herding a good option. It is the third Phase-1 food option: Berries -> Hunting -> Herding. With these 3 option, I think it would okay to be only have farming in Phase 2. They can have a extra foraging vs. hunting pair of tech or some bonus of them.

    • Like 2
  4. I don't see problem with having cataphract as champion for more than Seleucid civ. In Part 2, the Dominate Romans (Early Byzantines) would have a cataphract as champion (or possible Spear Cav upgrade, making them all but champion). General scheme is to have 1 heavy infantr and 1 heavy cavalry as champions (with some variation on theme of course1). Csn't get much more heavy than a cataphract.

    • Like 1
  5. 38 minutes ago, Lion.Kanzen said:

    I corrected Justus and add you to the people to support about Mercenary Camps(the art style).

    here are the Ticket about the change this

    http://trac.wildfiregames.com/ticket/2214

    This actually look neat. I remember from AOE from in the 1997!

    5SID4lE.gif

     

    I think Seleucid can look almost exact like this, and then Ptolemies can have same Greek back part (maybe slightly different skin, or same skin, can use same as large prop), but then Egyptian-style walls and statues in the front instead of columnb (or the back part is the "main" actor and the walls and statues are prop for thre Seleucid and Ptolemies versions).

    • Like 1
  6. 16 hours ago, niektb said:

    I'm bloody serious (why wouldn't I be?). Especially in the USA there are a lot of legal issues regarding licenses, so it's best to be on the safe side. So, a blind merge would be no option (besides the fact that there are parts of the mod that shouldn't be merged, IMHO, but that's a different story)

    Of course I am not saying a blind merge is a good thing. I only say that if there are thing in my mod the source game can use, it is very easy to get that content. However, it look like there are no one on the team who bother with these things, hence the reason for my mod to begin with.

  7. wackyseriousness: I can see morale onlty to work with a battalion style game, because: 1.) Battalions reduce number of entity needed for management, and 2.) See number 1.

    With individual soldier as entities, we have 300 unit to manage now. With battalion (I'm strong in support of battaluon, this is well-known), this reduce down to maybe 20 or 25. Now you can add thing like morale and directional attack and cool stuff like this. The imagination run wild, but must be temper with a clear vision. Maybe you agree.

  8. Player should use caution when suggesting changes just because current alpha play one way or another. Because everyone in alpha 19 go heavy champion does not mean this will be case in alpha 20, using your suggestions or no.

    Remember that not all gameplay is complete. It is a hope that formation fighting, charging, tramplling, chasing, etc. will change combat with significance. Until thing like these implemented, it is difficult to say that Persians should get to build more than 1 Apadana so that they can train more Immortals. Why not beef them in another way? Like their archers or other ranged unit. In Delenda Est, Immortals have a train limit of 30, but they are traine supremely fast (4 seconds after all research). Not saying this is solution, but it is alternative you don't mention. Just saying there are many way to balance this stuff but until the gameplay complete it should wait. Obvious to me, the team disagree so "balancing" will continue to take up an unnecessary amount of time better spent on adding feature and squashing of the bugs.

    • Like 3
  9. https://en.m.wikipedia.org/wiki/Argyraspides

    This does mention that while they might not have literally had silver shields, thr experimental thorakites were considered a part, and the eventual final form, of the Silver Shield Corps, who were the King's guard. Re-naming them to include the "silver shield" title would better reflect that they were intended to replace the phalangites as the silver shield corps.

    And yet keeping Thorakites Romaio or something like this also reference their possible Roman inspiration. All we know is that thwy were probably not called either of these thing.

  10. Could it be possible to rename the Seleucid sword champ,

    Argyaspide Thorakite

    (peferably with quick spelling)

    What the corps named this way? They certainly did not carry silver sheild. So, I don't think they should be called Silver Shield Swordsman unless their corps was called this. It may depend on your read of the source material, but I do not have it on my hands at this moment.

  11. What i find silly is your way to report this kind of possible mistranslation by a non-english native. That's a bit pathetic.

    The important notion to convey is that it can be either negative or positive, which penalty does not as far as i understand it, or do you propose penalty-bonus ? that would look akward. So any input from a native speaker would be appreciated.

    Then it would be "bonus/penalty" if something can be either/or. I do not know why you take personally. English can be studied after all, so it does not matter where the critique come from, a native or non-native speaker as long as the critique is founded well.

    • Like 2
  12. Bonus / Penalty is very simple and "penalty" is something use in other games. I have never ever anywhere in any game see "Malus-Bonus." :) In fact, in Latin it mean "Bad-Good" which make no sense in the context. In fact, in English the word "Malus" is only ever use in financial matters: The return of performance-related compensation originally paid by an employer to an employee as a result of the discovery of a defect in the performance. - Wiktionary.

    Trust me, Litmus, "Penalty" is much better. "Malus-Bonus" in fact sound like something someone made up because can't think of the right term (the right term is Penalty).

  13. Some things in game are word very awkward IMHO.

    First example I can think of is the use of word "malus-bonus." This is silly. Use word "penalty" instead. I am not native English speaker but even I can see "malus-bonus" is awkward.

    There are other examples too. Anything come to the mind?

  14. Could get off your phone give the devs the new cataphract model you made? And can someone piece together a new chariot model? All of the parts are already there.

    Devs should jyst merge all my stuff with core game, but I am bias.

    They have access to the mod, trust me. if they wanted to use the stuff they could but they don't, so here we are. :)

    • Like 2
  15. Hi mimo. I like your #2 proposal. It's very cool idea and make sense to me. It kind of like a field going fallow to disuse. I like #1 too.

    I don't know why field so strong in vanilla version. Burning enemy field was common tactic for marauding armies. Field should be very vulnerable. To that end, I think you should look at Delenda Est farmland implementation. It is hacky, but as game mechanic it work. It push farming far away from the center of town.

    • Like 1
  16. Corral supposed to have other feature that make it a lot different. I started work on it, even had it working at one point, but team did not support me. They had other priority. So we wait.

    Corral and sheep supposed to work like the temple and relic of AOK. Capture a gaia sheep, horse, goat, pig, or cattle, and garrison it into the corral. Then you will gain a free trickle of food resource (or in the case of horse, your cavalry are cheaper or train faster).

    I had the 2nd part woeking in my mod with the help of a team member who had a patch sitting in Trac. I had to copypasta some code from his patch into the UnitAI.js file to allow the animals to be garrison. A simpel garrisoned aura and some tweak to the corral template to make the animals show up completed the trickle effect.

    Only problems were:

    1. The animals still performed their "wander" animation and pathing. The actor stayed at the prop point and would "wander in place" but the actual entity would wander outside the corral. lol. I could see the selection rings wandering around. So, a new state need to be made to stop the animal from wander or an existing state need called.

    2. Gaia animal cannot be captured yet. I try to givee them capture point, but the soldier always stab the animal, not capture it.

    This would be very nice feature for team to implement for this alpha and is super simple.

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