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Everything posted by Grapjas
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I fear its going to clutter the UI in a weird way if i also need to add icons for building siege units next to buildings. While a specialised unit doesnt have this issue. Also, the arsenal will remain as is, a place where siege can be build, so you dont neccesarily have to use engineers if you dont want to. But its not a bad suggestion if the icons could be somewhere else (havent done much modding in gui yet).
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Average amount of resources per player?
Grapjas replied to Ratkid's topic in Scenario Design/Map making
This would be your typical map setup for the initial phase yes. Along with 10 chicken and about 10 trees in direct reach near the CC that can be effectively cut down without needing a store house. But the more important thing for balanced maps is that each player would have more or less the same amount of resources available. If someone has a group of deers nearby but the enemy doesnt, thats already a decent/big (depending on players skill) advantage. -
The release of Alpha 24 and the recent announcements about AOE 4.
Grapjas replied to mysticjim's topic in General Discussion
It'd be nice if there was some form of team of pr team indeed. But even most people right here on the forum have barely any clue on what is really being changed. For this you would either need to visit trac.wildfiregames.com or visit IRC dev-chat daily. People ingame that dont visit the forums even more so have no clue at all what to expect, and imo as a QoL you shouldnt need to go to a forum to see what is being done. It would be nice if there was an automated process to view the up-to-date changes from trac (is RSS an option?) in a 'message of the day window', along with a 'read more' button on game start up. Also, imo, the programmers/artists need to get some proper creds (meaning more visibly) for their work so that people can thank them and in return boost morale. So i would suggest that the ticket owner name would be visible too. EDIT: I think the term early access is only applicable to pay to play games, but im not really sure. -
The release of Alpha 24 and the recent announcements about AOE 4.
Grapjas replied to mysticjim's topic in General Discussion
From a player POV i would say the alpha tag is still proper though. But it's a very playable alpha. And once the performance enhances and runs smoother than it does now when there are alot of units, i would say thats when you should switch to beta and start hyping things up (first impression matters). Because from a player POV that's what you would probably expect from it- a semi smooth experience. Recently i invited someone to play 0 A.D., after a few games he said he liked 0 A.D. but was put off by the lagg and would come back if this was fixed. This in turn also shows that the community really loves the game if they keep playing it regardless. I also think that alpha and beta increasingly lost their meaning over the past 5 or so years because of big companies. 'Early access' tag is part of the problem and is much more familiar these days. It semi replaced beta and alpha (and is now more of an excuse to sell a game that isnt finished yet). -
Just to be clear, this thread is not about putting changes into the main game, this is about adding stuff to my personal mod. It's about adding realism and will be a complete rebalance. Also for me personally its realism/strategy > micro. Especially if its worth it putting the effort in.
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Could you give some more info about these? Would sappers be the one that build engines aswell or should i make that a different unit?
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Wouldn't mind adding a unique 'engineer' unit trainable at the arsenal. Soldiers could make crappy siege, but engineers of much better quality (attack/def/hp boosts)
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@Thorfinn the Shallow Minded, i was wondering if you have any information on how siege engines, more specifically the stone throwing ones, actually got their ammo. Were there like carts of ammo available nearby? Edit: Also found some interesting stories about bowmen actually carrying two quivers which could lead up to a total of ~100 arrows at the ready, though that was in a later time period (not sure if that really matters when it comes to quivers).
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Just to double check, you mean the Rhodian hoplites were using lead projectiles? Or did you mean slingers in general? I was aware of these lead projectiles but i still thought stones found on terrain were more common (which is exactly why im removing stone cost for slingers). The plan for slingers right now is, they regain ammo anywhere slowly (to sort of mimic finding stones, thus regaining ammo), while other ranged can re-arm at military buildings. In any case, lead projectiles could serve well as a tech in the forge. Giving slingers more range and more attack but as a drawback they would need to re-arm at the military buildings from that point on. I also wonder if romans should have slingers aswell, and removing javelineers for them but giving the champion and/or basic swordsman 1 or 2 jav ammo. Thanks for the suggestion, i was aware
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I'd say it changes the gameplay quite a bit. If your army is heavily wounded, you can get chased and slaughtered while retreating because healthy enemy units can actually catch up with you now. The trick would be to utilize the new field camps + healers in either neutral or enemy territory. It definitely needs some testing from players against players though.
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That's quite interesting indeed. Could make the Rhodian hoplite as a mercenary or a special limited unit in my mod. And give them slings along with the ordanary hoplite kit with less ammo and range (i assume they had full armor on?) than a normal lightweight slinger. Is it known why only a few did this? Were they men with more skill than others for example (because in this case i would make it a special rank)? And yeah i figured the ammo would be hard to figure out. Would be interesting to know if like for example nubian archers carried bigger quivers with them than the mauryan archers. Would love to add such small details, even if it's like a 2 arrow difference in ammo.
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Thanks, yeah im aware of that mod. But i'm just looking for historical references in battle kits used by soldiers in that time for that civ. Wiki isnt reliable if it mentions no sources imo (and in this case it often doesnt mention sources), so thats where i really need help. The plan is to make the weapons visible on them at all times, and actually make them switch weapons (which already works).
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Hi, Currently i'm working on giving some units a secondary attack in my mod. It's making progress, but realism is of great importance for me. So i'm wondering if historians on this forum would like to help providing references on what extra weapon(s) these soldiers would have had in their kit for that civilization. All units are open for discussion but the units that have priority would be the following: Javelineers (both cavalry and infantry) Slingers Archers (both cavalry and infantry) I'm also looking for references on how much ammo ranged soldiers would carry with them. Currently i have it like this: Javelineer 5, Archers 24, Slingers 50. Thanks in advance
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@Angen did some of these things already with his battalion mod. Speaking of which, i still need to ask if i can use some of his code So, @Angen can i please use your code from that mod?
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Planned features can now be found on github.
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It's arguably not really realistic. They used stones they could find on the terrains and didnt need crafting. There were crafted clay bullets and metal bullets too, but stone was just picked up from the ground.
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Seeing a trader isnt all that useful either tbh. Most people place their market at the back of the base / edge of the map and a decent player makes sure they walk it too. So you can already guess where those things are very likely to be and they are hard to defend because they get wiped in a blink of an eye and your military will likely be somewhere else to respond to it in time. EDIT: Besides, what happens if the player doesn't have traders? Gone metal? E.g. what you want to know: Why has the opponent suddenly stopped attacking even though he was aggressive? Probably will reposition to attack someone else or waiting for a regroup from another player. Those are situations where a bribe can be useful. So you then choose that player to bribe for 50 metal. You get displayed X number of units for X amount of time, i liked @wowgetoffyourcellphone possibility that you can get crappy info. Too bad. Next bribe will cost you X more than usual. I could see some people use that, even though others won't. Maybe bribe should be something very short. 3-5s you see all selected player units before they return to FOW. Right now yes , but even then i dont think it gets used. It's exactly why a rework is suggested to make it more interestingly.
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Maybe instead of only 1 person that gets bribed it should randomly bribe a handful of people, like 5 or maybe even 10 at once for 15s. Along with the escalating metal costs for each bribe or a hard game limit to make sure it doesnt get to spammy in case someone has good metal income from traders.
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gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Nah not at all, alot of work can be done by even one person and there are numerous examples of this right here on this forum by many modders, i was simply generally speaking and not meant offensive. However i do understand that what i'm proposing involves alot more work then slapping a simple buff on something. Being ambitious isnt bad though, and often overthinking things (adding all the negatives) can make sure progress will barely get made. As for some unique unit: Something like an engineer for rome could be interesting. Or maybe unlocking a tech that lets units build roads that increases walking speed of units for faster military mobilization. There is likely much more to be found for each civ that could be added when digging a little deeper but i guess you get the point. Don't really think you have to have something ready in hours as A25 as far as i know is not around the corner tbh (but i understand there are more tasks). Besides, civ uniqueness has become a hot topic, adding a unique unit/tech could do well. But honestly it's not just a matter of whether it's possible, it's also about willingness to work on it. -
"Metal/Stone Mine has been depleted!" "Hero_Name has arrived on the battlefield!" "Our nation's Hero has died!"
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gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
With a unique unit i actually meant a new unit. Just because it's unique doesnt mean it has to be strong though in terms of attack/defense. I think there can be quite a number of unique units still be added to the game if you're not looking purely for military units. In fact, utility units is exactly what this game kind of lacks. Just an opinion though. However, avoiding adding units because you have to do more balance work sounds like dodging work to me -
gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Meh imo i think it's fine the way it is, optional. -
Could make the price increase (like +200 metal) per bribe you do.
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gameplay Wonders seem unfocused and unnecessary
Grapjas replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Personally don't see the issue tying a unique unit/tech to a wonder even with the reason you stated. I would be much more willing to build a wonder for a special unit instead of some boring +xx% bonus