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Everything posted by Phalanx
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New Faction/Civ: Scytho-Sarmatians - Scythians
Phalanx replied to intipablo's topic in General Discussion
Not trying to be argumentative, Feneur, but a lot of people attribute the massive sucess of AOK over the other AOE titles was its faction diversity. The other games had way less factions, and were less popular, and it increases the game's replayablilty, because there are more factions to understand/learn to master effectively/conquer. That's just my 2 cents worth, and I definately agree that the devs should focus on stabilizing the old factions, and engine problems before moving on to fully implement new factions. About the Sythian champions, I think that the Kataphractoi should be replaced with like, a Guard horse archer or something. It might get confusing with two identical champions for two different factions ( and I'm a tad territorial about the Seleucid roster..... ) -
Do any other factions have a "super pike" champion? Or is it just the Seleucids?
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I think the purpose right now is still to finish the faction. I'm providing ideas for unique tech, and hopefully waiting for dev feedback on the roster.
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Exactly!
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Unit And Building Names
Phalanx replied to Davarish's topic in Game Development & Technical Discussion
One could argue that the Roman influence is only in the principle, as the unit bears little resemblance to the pre-Marian or Marian Roman units. -
Yeah..... I was a bit too lazy to continue editing them and then add words to make it a slightly comprehensible post. So, I just created new ones. And I was on a small researching spree.
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And finally for the Seleucid unique library techs: (if this is possible ) "Growing phalanx" : For each Civic Centre built, the attack and defense of the Chalkaspides is increased a little bit. https://en.wikipedia.org/wiki/Seleucid_army
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Unlike the Ptolemaic military settlers, who were known as Kleruchoi, the Seleucid settlers were called Katoikoi. This might need to be fixed in the name of the Military Camp.......
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If border strength and influence distance can be changed, then "Jewish Compromise" could be a tech. It would increase the border's strength, but decrease the influence distance by a little bit. Historically based off of Antiochus's compromise with the Jewish Macabees, where they can retain their customs and beliefs, if they don't revolt again.
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Possibly, as a way of diversifying from the Macedonians, renaming the Hetaroi, Hippeus Epilektoi. Then add a tech that upgrades then to Hippeus Agema and that tech buffs the stats of all cav. Because the fact that the Hetaroi are a regular unit for the Seleucids, but a champion for the Macedonians, could be a bit confusing. https://en.wikipedia.org/wiki/Seleucid_army
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What was added? Possibly we could add something about mercenaries that buffs Mercanary Camp units' defense or something. "Power of the Cities" tech. Slightly reduces cost of Barracks units.
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A few small tweaks which would balance out some Civilizations
Phalanx replied to Mr.Monkey's topic in General Discussion
Okay, I do agree with the fact that Carthage ( Balearic slingers ) need to be balanced. Making them the fastest infantry, the strongest and most accurate slinger is WAAYYYY to unbalanced. Kiting will be lethal against all oponents minus cav, which in grand scheme are easily dealt with. -
Unit And Building Names
Phalanx replied to Davarish's topic in Game Development & Technical Discussion
https://en.m.wikipedia.org/wiki/Argyraspides This does mention that while they might not have literally had silver shields, thr experimental thorakites were considered a part, and the eventual final form, of the Silver Shield Corps, who were the King's guard. Re-naming them to include the "silver shield" title would better reflect that they were intended to replace the phalangites as the silver shield corps. -
Is it planned to have more than one technology in the library? Is that something that can be brainstormed here?
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New Faction/Civ: Scytho-Sarmatians - Scythians
Phalanx replied to intipablo's topic in General Discussion
I definately agree that this game's "Eastern" selection is weak. This could be good. -
Unit And Building Names
Phalanx replied to Davarish's topic in Game Development & Technical Discussion
Could it be possible to rename the Seleucid sword champ, Argyaspide Thorakite (peferably with quick spelling) -
A few small tweaks which would balance out some Civilizations
Phalanx replied to Mr.Monkey's topic in General Discussion
Well, if you can offer up historical examples of stuff you want to change, this community will definately take a look at it. And dont worry, the Seleucids and Ptolemaics will be more useful once formations and charges work. They'll be good, dont worry. -
Are the devs working on naval stuff?
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Could get off your phone give the devs the new cataphract model you made? And can someone piece together a new chariot model? All of the parts are already there.
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Would it be possible for one of our amazing modeling peoples to create a model for the Seleucid Tireres that looks like the Seleucid Direres and Penteres? The Tireres right now looks quite out of place in terms of looks in the Seleucid naval roster. You guys are amazing! Example. In the quinquereme picture, the Seleucid model is in the top center. In the trireme picture, the Seleucid model is on the far left.
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So, put this under Art Development? Okay.
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As an afterthought, is it possible to get a new model for the Seleucid Tireres? It looks radically different from the direres and penteres.
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So, naval warfare was an important part of ancient warfare. It was the deciding factor in two major wars (1st Punic and Persian ) but in 0 A.D., it is second rate. The Petra A.I. will only use it under great duress. So, I made this thread to try to discuss the Naval warfare in 0 A.D. and how it can be optimized. Obviously it'll be a lot better once directional combat bonuses and charging are implemented, so try to leave out the current lack of ramming, because that is already well in the devs' radar. I think that the new code for fire and shoot for cav should be applied to boats as well, and the amount of arrows per vessel should be increased, or at least have their damage buffed. Also, it would be awesome if the penteres fired arrows and stones ( and a sound for firing and impact ). Capturing could also be implemented for naval combat. The previously expressed problem with this would be infantry models not being the same scale as naval models. The infantry could be scaled down when on boats, or they don't even need to be visible. As for the actual capturing calculations, each vessel could have two new stats called boarding attack and boarding defense. These stats directly correlate with the attack and defense of the garrisoned units, they will just be added together. If the vessel has two hastati in it. Then its attack will be the hastatus attack times two. And when the two vessels capture each other ( GUI like building capture mechanic ), the boarding attack and defense will act like attack and hitpoints respectively. If a vessel is successfully captured, then half of the remaining attack crew will stay onboard the captured vessel, while the other half returns to the original.
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So.... Like this? Do I need to put this somewhere? Or will the devs find it? Seleucid Faction Design Brief.odt.zip
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Uhhh..... I'm on Linux. I don't think I can do that..... What do you mean on the second part?