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Everything posted by wowgetoffyourcellphone
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All Civilizations are my favorite.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I think moving (most) heroes to the CC would integrate them a little bit more into the game. I know it's a simple change, moving them from the fortress to the CC, but I'm thinking about the psychology of the player, seeing the Hero there in the training panel from the outset, instead of 15 mins later when they build a fortress. Honestly, I'd really push for something along the lines of DE's hero choices, but I know that's too radical (!!!) for the current crop of stakeholders. You almost need a whole new set of players and developers in order to propose significant improvements, because all of the current stakeholders are so wed to the status quo. Don't say I'm wrong, when even simple changes are controversial. -
MARVEL TEMPLE OF ARTEMISA
wowgetoffyourcellphone replied to marius4's topic in Eyecandy, custom projects and misc.
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art [Task] New Icons tech development
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Official tasks
I might have to make a Gimp version for the file, since the PSD doesn't seem to be working for you. -
stretching the heightmap
wowgetoffyourcellphone replied to drunken Persian's topic in Game Modification
It's the resolution of the heightmap. The size of the map generated is based on those dimensions. -
Age of Empires IV
wowgetoffyourcellphone replied to borg-'s topic in Introductions & Off-Topic Discussion
Pathfinding looks broken as Hell -
[HELP WANTED] Updating the Alpha 26 wiki page.
wowgetoffyourcellphone replied to Stan`'s topic in General Discussion
Found it! https://trac.wildfiregames.com/timeline?from=Apr+20%2C+2022&daysback=90&authors=wowgetoffyourcellphone&milestone=on&ticket=on&ticket_details=on&changeset=on&wiki=on&sfp_email=&sfph_mail=&update=Update# -
[HELP WANTED] Updating the Alpha 26 wiki page.
wowgetoffyourcellphone replied to Stan`'s topic in General Discussion
Is there a way to browse commits by author? Would make is much easier. -
Looking back on the balancing strategy
wowgetoffyourcellphone replied to Stan`'s topic in Gameplay Discussion
To add gameplay changes you have to be able to take scathing criticism. Hell, to change a cursor brings the hounds of Hades. So, you have to be "that guy" who will be willing to ignore a lot of the criticism because you can't please everyone. -
I could envision such a mechanic with battalions. If a battalion is completely surrounded and its numerical strength depleted by 50%, the battalion has a 50/50 chance of "surrendering" to the enemy player or fighting to the death (with bonus attack, but less armor). The ratio could tip more toward fighting to the death for elite and champion battalions, while basic ranked battalions are more likely to surrender.
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Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
In that example, the snare effects the entire formation. I think in 0 A.D. it'll only affect the target unit. It would also only be a pikeman thing. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Just conceptual for now. I have not decided on the actual effect. However, it would use the "status effect" feature, the same feature used for poison and fire. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Indeed, polearms could have the "snare" effect that makes their enemies move a little slower for a brief time. An effect not given by swords or shorter spears. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Call it melee and ranged, I don't care. It's only a thought exercise. My point was to just simplify cav and inf into melee (heavy in my first example) and ranged (light), 4 classes, and then balance from there instead of the current 10+ classes. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
His view is the minority, I believe. But there are also units that some would call "Medium" who perform both melee and skirmishing roles, example: Thureophoros. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Indeed, in Western military tradition, "Light" and "Heavy" had less to do with armor than with the unit's role. Light = ranged/skirmishing, Heavy = melee. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Indeed. My other idea is to just have a distinction between "Light" and "Heavy." -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
They'll have javelineers They have sword cav. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Possibly. But they do have 2 hard counters. Every civ has at least a javelineer or sword cav. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Also thinking about population costs. I was thinking something like: Support Units 1 pop Infantry 2 pop Cavalry 3 pop Elephants, Rams, Chariots 4 pop Catapults, Siege Towers 5 pop Small House 100 wood +10 pop cap Large House 150 wood +15 pop cap -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Take the Cavalry Spearman and add the Chariot mixin. It's what mixins are for, to mix and match traits with different classes of units. -
Wow's new unit countering ideas
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
IMHO, clubs/axes would be the same class as Swordsmen, but with a bonus vs. Structures It would be Cavalry Spearman + Camel Mixin Right, I need suggestions here. They could just double up archers like how pikemen double up spearmen. So, essentially archers plus some tweaks, as pikemen are spearmen plus tweaks. Seems difficult to sneak them in as a completely separate role, but I'm open to alternatives. -
Here's my suggested unit balancing/countering paradigm revamp Terminology: Line Unit The base unit for this type (Melee Infantry, Ranged Infantry, Cavalry) Will counter one of the other types in a simple rock-paper-scissors Counter Unit This unit counters other units of its own type. Specialized Unit Breaks the counter methodology in some specialized way. Infantry Spear Line Unit Attack: Medium Armor: Medium Speed: Medium Bonus vs. Cavalry Countered by: Infantry Sword, Infantry Archer Infantry Pike Line Unit Attack: Medium Armor: Medium Speed: Medium Bonus vs. Cavalry "Snare" status effect which very briefly reduces the speed of hit enemy units Countered by: Infantry Sword, Infantry Archer Infantry Sword Counter Unit Attack: High Armor: Low Speed: High Bonus vs. Melee Infantry Countered by: Infantry Archer, Infantry Sword Infantry Archer Line Unit Attack: Medium Armor: Medium Speed: Medium Bonus vs. Infantry Infantry Slinger Counter Unit Attack: Medium Armor: Low Speed: High Bonus vs. Ranged Infantry Countered by: Cavalry Spear Infantry Javelineer Specialized Unit Attack: High Armor: Low Speed: Medium Bonus vs. Ranged Cavalry (incl. Chariots) and War Elephants Countered by: Cavalry Spear Cavalry Spearman Line Unit Attack: Medium Armor: Medium Speed: Medium Bonus vs. Ranged Infantry Countered by: Infantry Spear, Infantry Pike, Cavalry Sword Cavalry Swordsman Counter Unit Attack: Medium Armor: Medium Speed: High Bonus vs. Cavalry Countered by: Infantry Spear, Infantry Pike, Cavalry Sword Cavalry Archer Specialized Unit Attack: Medium Armor: Low Speed: High No bonus, but has a "kiting" effect which frustrates melee units Countered by: Infantry Javelineer, Cavalry Swordsman Cavalry Javelineer Specialized Unit Attack: Medium Armor: Low Speed: High Bonus vs. Support Units (Female Citizens, Traders, Healers) Countered by: Infantry Javelineer, Cavalry Swordsman War Elephant Specialized Unit Attack: High Armor: High Speed: Medium-Low Bonus vs. Cavalry, Gates Splash Hack damage Countered by: Infantry Javelineer, Bolt Shooter "Fear" aura Chariot Mixin for Cavalry Adds +100% health +75% resource cost, +1 pop cost, -10% speed Greater accuracy for the Bowman/Javelineer Bowman/Javelineer can independently target nearby enemies Trample Damage aura Cataphract Mixin for Cavalry Adds +2 hack and +2 pierce armor +50% metal cost, -10% speed Extra attack range, since they use the longer cavalry lance Trample Damage aura Camel Mixin for Cavalry +10% health -10% speed "Stench" aura vs. Horse Cavalry (Reduces Horse Cavalry effectiveness) Axe/Mace Mixin for Sword units +25% metal cost Small Bonus vs. Structures Champions +25% health +25% attack +50% cost Heroes +500% health +200% attack +400% cost Specialized Auras Catapult Buildable in the field by soldiers after constructing an Arsenal, build limit 5 per Arsenal Capturable Attack: High Armor: Medium Speed: Low Bonus vs. Structures, extra bonus vs. Fortress Countered by: Melee Units, Bolt Shooter Battering Ram Trained at the Arsenal; Buildable by soldiers in the field after researching a tech Not Capturable Attack: High Armor: High Speed: Low Bonus vs. Structures, extra bonus vs. Walls and Gates Countered by: Melee Units, Bolt Shooter Bolt Shooter Counter Unit Trained at the Arsenal Capturable Attack: Medium Armor: Low Speed: Low Bonus vs. Siege Engines, Good against Infantry due to having Pierce attack Countered by: Melee Cavalry, other Bolt Shooters Siege Tower Buildable in the field by soldiers after constructing an Arsenal, build limit 1 per Arsenal Not Capturable Attack: Medium Armor: High Speed: Low Capture Bonus vs. Structures, increases for each unit Garrisoned Countered by: Melee Units, Bolt Shooter
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Damage types should be refined or simplified.
wowgetoffyourcellphone replied to AIEND's topic in Gameplay Discussion
Slingers having Crush damage has always been super sus to me. Sling stones are not siege weapons. There's just this odd hate for attack bonuses, so attack types get messed with to try to add something interesting. Clubs, etc. just give them a bonus vs. buildings or something. Giving them a crush attack now applies it against everything they attack.