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Everything posted by wowgetoffyourcellphone
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Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I think having 2nd floor windows is probably a no for Suebian structures. A "yes" for Gothic structures. Prototypical Suebian structures: I think all Suebian buildings should have thatch roof and Gothic buildings can have shingles. -
Mythos_Ruler's Playlist
wowgetoffyourcellphone replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Formations were originally supposed to do this, but put on the back burner for many years. I am not sure how difficult it would be to allow formations to have auras, since formations are templates like units are, can have actors, etc. Such an aura would probably use the "formation" "type", applying to all units within it. I agree with @alre though that for now, simple unit template stat changes are all we have.
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I think the current mod has too many things. (Creo que el mod actual tiene demasiadas cosas.) Don't delete anything, but let's see what we can do to streamline the civilization's building and technology layout. (No elimine nada, pero veamos qué podemos hacer para simplificar el diseño tecnológico y de construcción de la civilización.) First thing to do is to create a complete civilization profile, so that we all can see the current status of the civ. (Lo primero que debe hacer es crear un perfil de civilización completo, para que todos podamos ver el estado actual de la civilización.) After that, we can decide what to keep buildable in the civilization and what to move to Atlas-only. (Después de eso, podemos decidir qué mantener edificable en la civilización y qué mover solo a Atlas.)
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Right, the Han Chinese did not use the syntagma, so the units do not have the ability to use the animations. Also, in a standard game, there's no instance where the Macedonians would be able to use Han pike dudes. I have some actor fixes locally for the Samnite spearman and the pikemen, so make the actors perform properly.
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Women worker buffs still in game?
wowgetoffyourcellphone replied to AxelAlexson's topic in Gameplay Discussion
Indeed. Originally I had the boost at 5%. -
Women worker buffs still in game?
wowgetoffyourcellphone replied to AxelAlexson's topic in Gameplay Discussion
Are you sure? The Minister can boost every unit in its aura, which can be a substantial number of units. -
They're actually 3x more powerful, since they deal out 3x damage and also take 1/3 of the incoming damage (more than their enemies).
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Unit And Building Names
wowgetoffyourcellphone replied to Davarish's topic in Game Development & Technical Discussion
+20 meters Techs -50% cost -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Not bad for the rear superstructure as seen in other CCs. What would you do to fill out the front area and create a square footprint? -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Not sure about this. Seems rather empty. For a barracks, try a langhaus (longhouse) with some fencing to fill out the square footprint? Nice. I've tried colorizing my pencil sketches too in the past. Make sure to add visual variety to the colors. The beams can be darker brown. The wattle wall material can be a dry grayish color. Etc etc -
There is a serious effort here to make maps way more lively: https://code.wildfiregames.com/D3995 I sincerely hope it can be included in A27. @maroder
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Agreed. We need to think about gameplay when it comes to sizing things. There are limits to "realistic sizes." The game can't have battles of 80,000 men at a time. That's a fact. We also can't have 50,000x50,000 tile maps, which would be more realistic, yeah? The game simply can't do it (and the gameplay would need to be changed to accommodate these new realities if the game could do it). Realistic-sized ships just don't fit the limitations of the engine and the peculiarities of the gameplay very well. Ships are large in real life, but 2x the size of a dock? No, better to shrink the ship sizes to something like this: Light Warship = Size of the current Greek/Roman "bireme." One sail. Medium Warship = Same size and footprint of the Light Warship, just fancier and bulkier. Main sail + foresail. Heavy Warship = A slightly larger footprint, about the size of the current Greek/Roman trireme in-game. Heavy warship comes with a catapult attached.
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Scaling down the ships is 100% necessary to making water combat viable. Having 1 warship line is my current thought on the matter, with upgrades from Light (default) to Medium, to Heavy. Most civs get the upgrade to Medium, but only a few get the Heavy upgrade (the current "Quinquireme" civs). About needing "scout" and "transport" ship classes, I'd balk at that, and maybe just allow the Trade ship from phase 1. This 100% needs done. Pethaps a pseudo formation that just spaces out ships by default, but isn't shown in the UI. I'm thinking such a formation would help with land units as well.
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There are no definitive plans to add any other civs. Though, if there was popular demand for a civ, I'm sure the team would be willing to entertain it. That's how the Mauryas, Kushites, and Han were all added. None of those 3 were in any of the original plans, and now I can't imagine the game without them. My opinion on adding the Germanics is positive, but they might be reserved for a later "sequel" along with Imperial Romans, Dacians, Huns, and Sasanians. Mesoamericans seem out of scope for the game. They could make a nice later expansion or "official mod" down the road though. As far as for this current iteration of the game, what intrigues me the most is the possibility of shaking things up with nomadic civs: Scythians and Xiongnu (and Parthians as a hybrid civ).