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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Cilician Pirate Ships now in the game. Would be nice to have a new "Pirate" Dock model to capture.
  2. The Maya and to a lesser extent the Zapotec mods do this.
  3. 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.
  4. 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.
  5. 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.
  6. I'm think a "Nomads" alpha release (Scythians and Xiongnu) and a "Mesoamerican" alpha release (Zapotecs and Maya) would be really cool.
  7. 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?
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. What makes you think the mod make Auxiliaries the mainstay of the civ's roster?
  14. 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.
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