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Everything posted by wowgetoffyourcellphone
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New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
The Maya and to a lesser extent the Zapotec mods do this. -
New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
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. -
New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
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. -
New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
You mean, disable them in the Comm mod? -
New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
ehhhh, I think it's a legit criticism or concern if your game has a specific theme. But 0 A.D. has evolved a lot over the past 20 years and I wouldn't personally see a problem with it. Perhaps do the nomads first, then branch to the Zapos and Mayas. The current Lusitanian mod is not up to snuff, but it could be made up to snuff. We need more 3D modelers. -
New Civ for Alpha 28+?
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in General Discussion
I'm think a "Nomads" alpha release (Scythians and Xiongnu) and a "Mesoamerican" alpha release (Zapotecs and Maya) would be really cool. -
Gameplay Feature: Battalions and Formations
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Indeed. Indeed. -
Chinese Greek battering rams.
wowgetoffyourcellphone replied to Akira Kurosawa's topic in Art Development
Well, let's see it. lol -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
Hmm, as long as they provide different victory conditions which don't include the Sacred Sites, then they're fine. Does the game shoehorn Sacred Sites into every victory condition? -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
Remember that corporations are textbook right-wing (hierarchal) organizations. But I don't think it's political at all, I just think they want to appeal to the largest base of users they can and err on the side of caution and unfortunately dilute the historicity by doing so. AOEIV is as if AOEO and AOE2 had a baby, making neither camp satisfied. Luckily, as you've mentioned, we don't have to worry about investors and corporate, so can do things other creatives are prevented from doing in a commercial space. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
Generally speaking, it would be nice to standardize some things, like: 1 civ-specific blacksmith tech for each civ. 1 civ-specific tech for each civ at the Civic Center. 1 at the Temple. 2 at the Fortress or Champion Building. And then 1-2 wild card techs for each civ placed in any building (I can imagine 1 or 2 special techs placed in the Dock for the Athenians and the Shipyard for the Carthaginians, for example). I wouldn't count any of the new unit-specific techs in this thread as civ-specific, since they are given to all civs with those classes of units. They are class-specific, not civ-specific. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
The campfire was found on gameart.org and is cc0. Indeed, not only do I dislike most of the techs requiring 3-4 resources, I also dislike the techs being so broadly applied (unfocused). It's like we're afraid of making the player deal with the consequences of their tech decisions. These new techs go far to addressing that. Agreed. Blacksmith can be broad, with a few more-focused civ-special techs, while the "barracks" techs can be focused on individual unit classes. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I ain't mad. In DE I try to make as many infantry available at the outset as possible. I only move some to Town Phase if there are a ton of units or to add some progression (or for differentiation; Briton swordsmen to Town, Gallic swordsmen at Village, for ex). Some more specific suggestions would be welcome. I can evaluate your suggestions and see if I want to make the change. I think in RTW auxiliaries are treated as "inferior" troops to legionaries to add progression (weaker to stronger troop as you level up your general and provinces) and to lean into public perception of the Roman army as being highly stratified in quality(historically this is pretty shaky, as auxiliaries proved to be quite effective many times, but perception being what it is...). In DE you can get this progression with the rank promotion techs for the legionaries at the legionary barrack and also in the champions becoming available in the late game. You can only build 1 auxiliary barracks because you can also train auxiliaries from the many mercenary camps dotted around the skirmish map. You can train 10 more auxiliaries for every camp you capture, in addition to the 30 you can train from the outset. Historically, auxiliaries were recruited from conquered peoples, so training them also from the mercenary camps makes sense, as you can rationalize merc camp training as recruiting from the local population of the map. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
What you call dumbed down, I call consistent. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
I mean, this is a very logical division and not extreme at all. Though, I'd diversify it a bit and go: Basic Buildings = Wood Military/Defensive Buildings = Wood+Stone/Stone Special Buildings and Civic Centers = (Depends) Stone+Metal General Techs = Metal+ 1 other res Blacksmith Techs = Metal+Wood Health/Temple Techs = Food+Metal All Meaty land units = Food+Wood/Food+Metal All Siege units = Wood+Metal All Naval units = Food+Wood -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
What makes you think the mod make Auxiliaries the mainstay of the civ's roster? -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
For prices, I personally hate 3 and 4 resource costs for anything, including techs. Dilutes what each resource is supposed to be for, but that's just an overall philosophy, not a critique of these specific techs. -
Civ: Imperial Romans (Principates)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I don't think you understand what is trying to be achieved. Think about actions per minute (APM). If you have to have units on deck and then use APM for those units, you now have to have a small number of ships because APM is limited by the human player. By getting rid of the entire "garrisoning units on deck" aspect, APM can be freed up and more ships can be allowed. If you want lots of ships in a battle, then you have to remove things like units on deck and multiple roles etc etc. If you want ships to be multi-roled and fully featured with on-deck garrisons you have to micro, etc., then you have to lower the number of ships. The proposed design in the first post is opting for more ships with a single role per ship. And for pathing reasons it is desired that ship models be decreased in size, which makes soldiers on deck even more awkward from a visual and gameplay standpoint. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
This dilutes exactly what I'm attempting with this design. While every ship was capable of multiple roles, most had a primary role. For example, the Athenian Trireme (in combat) was nearly 100% a "melee ship." Its ranged capabilities were largely inconsequential to their tactics. This design is meant to exaggerate those roles into identifiable classes of ships for easy and fun gameplay. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I think every civ would get an arrow ship and either a boarding or ramming ship. Artillery ships are harder to justify for every civ. What do you think? My other idea is to strip everything down to 1 warship per civ and the differences between civs would be that you can have (or not have) upgrades to stronger ships based on civ. So, every civ gets at least a 'Light' warship, with some civs getting techs for 'Medium' and then 'Heavy' upgrades for their warship (SINGULAR). Further differences would come with special naval techs. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The idea is to make ships that are dedicated to a purpose so that a countering system can be devise, kind of like a video game. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Another option is to add ranking/promotion to warships.