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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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
  2. What makes you think the mod make Auxiliaries the mainstay of the civ's roster?
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Another option is to add ranking/promotion to warships.
  9. I was thinking scouting could look more like this or maybe reuse cartography.png
  10. Yeah it's better, still not as good if they were moved to the 2nd row
  11. Another vote for allowing the placement of tech icons. Imagine if the unit-specific upgrades were positioned directly below the relevant unit icon.
  12. @kody It should work now. @Stan` fixed it.
  13. Trees shouldn't placing buildings and walls. See: Delenda Est.
  14. Yes, I'd like to see more distinctive play from the Defensive/Balanced/Aggressive AI levels, for sure. Secondarily, it'd be cool to have the AI player names have an associated behavior. So, the Miltiades AI having a greater chance of being Aggressive than the Hippias AI, for example. I agree. Some work needs to be done to make walls fun and viable.
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