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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. In DE, the nomads aren't bound by territory restrictions at all (their CC casts a territory effect only to help out the AI; it can be removed if the AI is extended to deal with nomad civs). The only structure that can't be built in enemy territory is the Fortress. Furthermore, their houses, storehouses, and ox carts can change into each other at-will. So if you want to move all of your houses elsewhere, you change them to ox carts and you can move them anywhere and change back to houses. Along with Zapotecs they're in the wrong hemisphere. Just figured they'd be less likely choices.
  2. There are no legitimate cavalry champions we can give Athen or Spart. I suggest perhaps giving them both some cavalry mercs.
  3. Yeah, even if a civ like Syracuse gets added eventually, it'd be nice to get some more "Barbarian" civs into the game first. I would love to expand EA to being 500 BC to 500 AD. Add: Imperial Romans Already quite advanced in DE. Goths Dacians Sasanian Persians Huns Palmyrenes Yamatai Japanese And then this would be the "Sequel"^. The Millennium AD mod being the basis for "Part 2."
  4. Options to crib from DE and which are already pretty advanced: Scythians & Xiongnu would add completely new styles of play. In DE, Scyth and Xion cavalry can construct buildings for example. EA's versions don't have to be as radical as DE's, but a focus on innovative playstyles would be important. They are "the nomads" after all. Suebians/Germans would have cheap, weak buildings like the Celts, but also have Ox Cart dropsites. Where the Celts/Brits/Gauls have plenty of armor, the Germans of Part 1 have almost no armor and would rely on speed and attack. Heavily wood-focused. Those above already have custom building models. Those below crib models from civs already in the game: Syracusans are pretty advanced in DE and are what I'm working on currently. Although at first blush they'd seem like they'd be just like any other Greek civ, I think we could do some cool stuff with them: a "Hoplite" civ with "Successor" things such as Quinqueremes, Libraries, Gastraphetes, and come up with some cool special techs for them ("Archimedes' Screw", "Archimedes Claw", "Antikythera Mechanism", "Pythagorean Theorem", etc.). Not to mention nice hero and mercenary options. I wouldn't go too weird with Solar Towers or anything apocryphal. Thebans are 100% ready to go, but might be a bit bland since they are just a typical "Greek city-state Hoplite" civ. I kind of look at them like the "n00b civ" of DE: uncomplicated, but still strong. Epirotes are kind of like a variation of the Macedonians, but with a larger roster of mercenaries and access to War Elephants. The rest of DE's civs are out of time frame for EA's current focus or too far away: Imperial Romans, Gothic Germans, Yamatai Japanese, and Zapotecs. Options from other mods: Lusitanians: Getting there, but still need a lot of work to get them up to EA's art standards. Thracians: Not even close to being close to done. I think people know and like the Thracian aesthetic though. Focused on skirmishing. Garamantes: Would be nice to add another African civ. Still need work. Mayas: Out of scope. The mod is advanced and already has a lot of nice things, but needs work for EA-standard.
  5. Would it be cool to add another civ to the game after this alpha? It's too late for A27, but A28 or A29 is definitely doable. New civs are a nice way to add content and also keep the game fresh. There are many excellent options to choose from. It's also perfectly okay to choose 'No.' Either way, it'd be good to state reasons.
  6. Babylonian Walls could be a cool upgrade. Double wall health, swaps in new actors with blue walls and gates.
  7. I think that would have to be a scenario thing. The footprint/obstruction size difference would be pretty great.
  8. These are for reference. lol And yes, the footprint can be made to allow for passage.
  9. Reminder: All Wonders should have a footprint area no greater than the Hanging Gardens of Babylon or Great Pyramid models already in the game.
  10. I can see you've put a lot of work into this, @Langbart. Any chance of extending it to include more resources from mods?
  11. I believe this has to do with regeneration, because the same thing happens in Delenda Est with the tree groves, which have a resource regen component, but does not happen to straggler trees which do not have this regen component. @Stan` @Freagarach
  12. We really need to update that tutorial map. I started to, but then I worried about screwing up the scripting.
  13. My question is why would an enemy put his troops into you Temple when there is a real risk of you stealing (converting) his troops?
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