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Everything posted by wowgetoffyourcellphone
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Really nice that they've added tech pairs. -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
I don't plan on having military colonies for the Germans. Just the basic buildings. -
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.
