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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. Agree with that stuff (and that doubts too) (catapult was yet buffed in previous releases). (Else svn games are still open for tests ;-)) (Also: @Grugnas: consider too that Roman has better siege)
  2. The barracks has more units, has techs (perhaps will have more in future). You can build many of them (regarding cost and territory restriction). (And at least the game is still alpha so the barracks could have some other futures). I hope I help answering some of your questions. EDIT: @Thorfinn the Shallow Minded else you can also check at least two mods where only female and spearmen are trained in the cc. It's also an interesting idea.
  3. @Grugnas: that kind of balance stuff has high sensitivity to little changes (as in road to chaos). Also, you need to think also that catapult has a splash damage.
  4. In fact, I m an old timer, so Dota stuff are not at all my cup of tea (it was more or less the death of 'classical RTS').
  5. I am not for adding such a complexity as (2) But I agree that their costs (and training time, we need a big one) needs to be cleaned (some are cheaper than champs iirc). I am neutral for (1) @sphyrth is it really still the case in a21?
  6. I guess it's mainly (at least for starting units) related to multiplayer balance purpose. You solved that in DE (it's done like that in the @Prodigal Son mod too) by only training one kind of units (spearman) in the cc.
  7. what do you mean? we have yet that isnt it (number of gatherers)?
  8. @Enrique: can you look at commiting infantry_javelinist_b.xml infantry_javelinist_e.xml infantry_javelinist_a.xml <Icon>units/ptol_infantry_javelinist_merc.png</Icon> and
  9. @wowgetoffyourcellphone: in DE, the Mauritanian archer (Cart) is a mercenary. Currently it isn't in public mod. Do you feel it more a mercenary? Else could you provide us a blue version? And the same for the Judean slingers (Ptol).
  10. @LordGood I was talking of building (target). Indeed currently catapult should be more capturable or not capturable (we had that debate for rams). Else about rams, I find them ok (but de gustibus non est disputandum ;-))
  11. @Rufy Currently building are mainly intended to be destroyed by siege units or captured by infantry and cavalry. So siege units will destroy it and if it's not garrisoned or enough destroyed, you can capture it. One have also the possibility to damage a bit a building with unit but that's the second (alternative) attack.
  12. Ok! I will edit some templates. Else I don't see portraits for Ptolemaic Mercenary Thureos Skirmisher (nor in DE github, nor in current svn). That one in green could be nice mace_infantry_javelinist.png
  13. Ok! So some champs (athenian archers and some) should get red? I would prefer that too. In public mod that Mercenary Thureos Skirmisher unit is non champion mercenary.
  14. It would be nice to have a portrait for that Ptolemaic unit. (A green one to follow the current portraits design.) ping @Enrique@wowgetoffyourcellphone@niektb and others :-)
  15. 3 hours is a lot though. I played several days in an old alpha against AIs. And finally noticed it does nothing when loading a save game. (saved games didn't yet work with ai's). :-)
  16. Oh in your tech requirements, use 'phase_town' instead of 'phase_town_roma' as it's replaced (same for all such things). Be also carefull with things like "phase_town_expansionism" and "bottom": "phase_town_defensive" It seems that one is problematic? { "genericName": "Empire Phase", "specificName": { "imp": "Imperium Romanum" }, "description": "Moves your civilization from urbanism to imperialism, unlocking powerful technologies and abilities not available in earlier phases of expansion.", "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0}, "requirements": {"all": [{"class": "Wonder", "number": 1 }, {"civ": "imp"}]}, "requirementsTooltip": "Requires 1 Wonder to be built.", "supersedes": "phase_city_roma", "replaces": ["phase_imperial"], "icon": "imperial_phase.png", "researchTime": 0, "tooltip": "Advance to Empire Phase, which unlocks powerful technologies and abilities. Territory radius for Civic Centers increased by a final +50% (Imperium Romanum civ bonus) and vision range for Citizen and Legionary units increased by a final +25%.", "modifications": [ {"value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "Unit"} ], "soundComplete": "interface/alarm/alarm_phase.xml" }
  17. @s0600204: any clue? The unit wich search tech could be involved (I really think that's it) or the glory cost.
  18. @wowgetoffyourcellphone: did you fix your specific phase techs? for example in your file phase_town_roma.json "requirements": {"all": [{"class": "Vesta", "number": 1 }, {"civ": "imp"}]}, should be replaced by "requirements": { "all": [{ "entity": { "class": "Vesta", "number": 1 } }, { "civ": "imp" }] }, Here is the list (in your a21 version) of the techs to edit phase_city_britons.json phase_city_athen.json phase_imperial_athen.json phase_town.json phase_imperial_roma.json phase_imperial_celt.json phase_imperial.json phase_town_athen.json mauryans/unlock_females_house.json phase_town_roma.json phase_city_gauls.json phase_city_roma.json phase_city.json
  19. Uhm that's strange. It appears in structure tree also or only in construction/training panel ? Imo, that's not needed as only js changed.
  20. Yes, it should! Sure, the structure tree load all techs. I m not sure that technology searched at unit is yet correctly handled by structure tree. Should be ok, we explicitely tested that case. Perhaps, it's related to 'glory' cost?
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