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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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suggestion about cav ...
wowgetoffyourcellphone replied to JC (naval supremacist)'s topic in Gameplay Discussion
Cavalry = 2 pop -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Just a large tower or do you have extra architecture you wish to add? -
Could reduce the spread significantly for ranged units so the target is hit more often, requiring less range queries for missed projectiles.
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Rethinking bribing & counterintelligence feature
wowgetoffyourcellphone replied to Darkcity's topic in General Discussion
As a player, I don't think it would affect my strategy at all to know that the enemy spearmen have 8 attack instead of 7. -
Rethinking bribing & counterintelligence feature
wowgetoffyourcellphone replied to Darkcity's topic in General Discussion
If anything, we have plenty of evidence of bribery and treachery among the class of people from which we pull the game's "heroes." -
Final era + full upgrades.
wowgetoffyourcellphone replied to Akira Kurosawa's topic in Help & Feedback
I think pairs can remain, just their costs and research time reduced to 0. -
Final era + full upgrades.
wowgetoffyourcellphone replied to Akira Kurosawa's topic in Help & Feedback
How are tech pairs handled? -
Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
Specify -
Not really. It's only really a big problem for ranged units, especially ranged units whose vision range doesn't adequately exceed its attack range. A melee unit attacking the building will be right next to it, meaning the center should be within vision range, even if the range is smaller, and the building's health should update just fine.
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Rethinking bribing & counterintelligence feature
wowgetoffyourcellphone replied to Darkcity's topic in General Discussion
This to me has no real bearing on the game. It doesn't matter to me if the enemy spearmen have +1 attack, as I'll use ranged units against them regardless. It could be one of the effects if researching Espionage in addition to unlock Bribery though. -
Yes and no. The reason that it's not being updated is because the center of the object is not within vision range. Updating the status of an object that is only partially visible will probably take more programing majiks and possibly be performance heavy (detecting edges instead of a single origin point). But I'm not a program duder.
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For a New Faction: Lusitanian.
wowgetoffyourcellphone replied to Ardworix's topic in General Discussion
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New Map: Aegean Archipelago (Skirmish)
wowgetoffyourcellphone replied to Yavin's topic in Scenario Design/Map making
Purdy! -
We need to look at catapult attack range vs vision range. Part of what is causing the issue is that vision range is relatively static, while attack range can be extended dynamically based on the height map. Making the height map affect (e.g. extend on higher elevation) the vision range dynamically was deemed too resource heavy to have in combination with the attack range effect. So, the game designers had to pick one over the other and chose the attack range effect since that had more bearing on gameplay. Others on the team can feel free to correct me.
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Why units are produced so fast?
wowgetoffyourcellphone replied to BeTe's topic in General Discussion
Well, such a hypothetical change in the pace of the game would come with other changes that would extend the build-up phase. -
Making mauryas's vishkanya aura based unit
wowgetoffyourcellphone replied to Darkcity's topic in Gameplay Discussion
Or just rename them. The two: Maiden Guard and Poison Maiden (a semi-mythical unit) are conflated only because Maurya already had a ton of Champs. But since we are into differentiation now, we can perhaps officially make them 2 separate units. The Maiden Guard can remain a sword unit that can toggle the bow, and the Poison Maiden can be some kind of suicide assassin unit. -
Building panel order
wowgetoffyourcellphone replied to maroder's topic in Game Development & Technical Discussion
Major problem with this is for mods. -
Indeed, this has been my suggestion for many years
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To give an idea, in Delenda Est cavalry have a vision of 50 and infantry a vision of 44. Also, DE mods unitAI.js to alter (this.GetStance().respondChase) from 100% vision range to 85%. What this does is allow your units to see enemies at the edge of their vision range, but they don't automatically berserk.