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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Note: I am calling the current (as of Alpha 27) "Apadana" special building the Tachara instead. Reasons: We want to remake the Persian wonder into the Apadana and the special building is visually based on the Tachara anyway. I'll make a patch soon to address this. Currently, "Satrapy Tribute" bonus for the Tachara is just a 1 food and 1 wood resource trickle every 1 second. I propose that "Satrapy Tribute" become a technology that unlocks the ability to 'Upgrade' the Tachara into versions that will trickle the resource desired by the player. Research "Satrapy Tribute" and now the player can upgrade the Tachara to trickling food, or wood, or stone, or metal as is desired by the player. Soo, build this: And you'll see these in the UI, but grayed out: Research this: "Satrapy Tribute" Unlock the Food, Wood, Stone, and Metal resource trickle options for the Tachara. And now you can upgrade the Tachara to any of these trickle option at-will. Since you already spent resources on researching the tech, the switch between trickle versions only costs a bit of time. Perhaps someone can create a new icon for the tech, based on the Persepolis reliefs. Something like this, but colorized/gameified:
  2. Mmm, not quite. A new Syracusan civ can reuse numerous assets from existing civ sets. So the art problems are largely irrelevant. Balance etc. still remain.
  3. A little more color variation in the Xiongnu texture.
  4. Very cool, and great references for differentiating the two in shapes, not just texture colors.
  5. Red in references like these usually pan out to being player color in the end. It would be nice to have an eps of that pattern though.
  6. Oh, you mean differentiate more between Scythians and Xiongnu? I've already done that. Left: Scythians. Right: Xiongnu We could always differentiate further though Just place the structure's foundation and it builds itself without any workers. Right now, the nomads specifically have this feature and so do farm fields broadly. It's pretty slow right now, but you can help it along with workers. The exact auto-build speed can be changed. It's just there as a proof of concept for now.
  7. I was also wondering what you thought of the auto-build features. One option is to lean further into that instead.
  8. Best I can do personally is add more props. Will need @Stan` or @LordGood for more drastic changes. D you have anything specific to suggest changing? As with the Han, we can probably start off with all the distinctive features intact, then with player feedback iterate them to remove everything unique and fun for Alpha release. You should check out DE's Spartans. Perhaps could serve some inspiration. Choose Leonidas as your hero, you can see how unlocking Gorgo works (she boosts civic centers and female citizens).
  9. One challenge is that the Maya building models need a lot of optimization and brand new UV maps (textures are badly stretched everywhere; perhaps a new structure texture is also in order). Zapotecs are a lot closer to ready.
  10. So does Cyrus the Great. Don't hear anybody complain about him.
  11. We need a subject matter expert to come along and create a thread similar to @Sundiata's famous Kushites thread. Perhaps we can recruit for this purpose. So do the Britons, Persians, and Han, so no big deal. We are getting into realms where a more customized tech tree will be required. Same goes for the nomads, to a lesser extent.
  12. Delenda Est also allows players to choose random civs based on region. Best of both worlds.
  13. Too late for Alpha 27. Will have to wait for Alpha 28:
  14. Cilician Pirate Ships now in the game. Would be nice to have a new "Pirate" Dock model to capture.
  15. The Maya and to a lesser extent the Zapotec mods do this.
  16. That could be one way to do it, but to keep micro down we could just keep the infinite farms and deny them 1 of the farming techs and substitute it for another Corralling tech.
  17. This is a bit overblown. Some groups of nomads did farm, seasonally. It would be very interesting to try to leverage this for nomads and make it more viable.
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