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sphyrth

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Everything posted by sphyrth

  1. I skimmed through it, and I also like the Compactness + Readability that resulted in that Message Box. I still want less words, but I had trouble finding them. It's that good. I'll try doing that next time round. Two things that bugged me was: The tutorial said I needed 4 Village Structures to tech up to Town Phase. I thought it meant it, so I got confused. Realizing that it was a typo, I ended up building 5 Structures. I'm not sure if it's an error on my part, but putting 2 markets too close to each other won't work for traders. I think a range mechanic (like the Towers) should be implemented at least in the tutorial.
  2. If I were to make a preference: Base + (All Bonuses Computed)
  3. I drool over those Roman Helmets. Looking at them makes me feel I'm on a shopping spree and screaming "Shut up and take my money!".
  4. BTW - I never understood those numbers. What do they mean?
  5. lol - Didn't consider that one. Good point. That's why I said it's not mod-friendly. Still, that box is a whole topic on its own. I didn't even touch upon how inconsistent it looks when choosing multiple units vs. only one unit and adding structures into that mix.
  6. I'm still concerned how "empty" this box feels. That's why a good summary of "You don't need the tooltip to know them" info should be in there. The tooltip is only for clarification. Asides from the fact debate "What info should be in the tooltip", there's also a concern that this suggestion is Not Modder-Friendly.
  7. I don't follow the SVN, so I'm curious as to what that currently looks like. Anyway, putting words in the tooltip is fine, but icons are preferred on the Unit/Structure Box
  8. Phase 2 usually allows you to build more than 1. Ptolemies and Seleucids have the real limit of 1. They have the Military Colonies as substitute.
  9. So, the Alpha 23 displays this: And the proposal (the one I voted for at least) looks like this: But whatever your decision is, I'm gonna show how OCD I am regarding this: Now, I don't know how Capture Rate, Attack Rate, Movement Speed, and Loot will fit into that, but that's just my suggestion.
  10. Putting it out there before Alpha 24 makes it completely obsolete.
  11. Interesting how he did that all without whining about what words that can or can't be displayed. That's not an argument, sir. You just conceded.
  12. Here we see the nature when push comes to shove. You didn't like censorship, but then you get offended when it strikes back at you. I wasn't even trying to be funny. Rather I was trying to get you see what you were trying to pull... (saying that the Forums isn't for children anymore, and asking if it's a facist thing to do). Now I'm being called a hypocrite by the one who can't take a dose of his own medicine.
  13. Yeah this forum isn't for a 7-year old. So we shouldn't use childish language (i.e. cussing). Also, I don't see the admins complaining about low-quality community. All I see are low-quality members complaining about good moderation. Finally, if the system was removed, will it improve the game? I think not.
  14. I personally want the Mod to be used. Of course, there will be a Tournament Version and a Latest Version. But anyway, I really am hoping that this will be the 1v1 Balance Mod players will be promoting. And eventually, you'll have a 2v2 (Cooperative) and 4v4 (Team) Editions.
  15. It's a great summary of what the players generally want. The reminder to put in the Trample Damage is my favorite. I kind of have my own take with the ranged infantry. The rebalance has also to do with the range, movement speed, and attack rating as well as damage. the Range, Attack Rating, and Speed should be inversely proportionate with the Damage; the higher the damage, the farther the range, the slower the attack rating, and the slower the movement speed. So, archers should have the highest range, highest damage, but the slowest attack rating and slowest movement speed. I don't know who to put in last place, though (Slingers or Skirmishers). As of now, the other thing that makes the slingers strong is that they fling stones faster than the Skirmishers throw their javelins. And I'm not yet putting the Ranged Cavs/Camels/Chariots/Elephants into the mix.
  16. Is there particular on your mind @Lion.Kanzen? I mean I have my own excitement about this, but what do you want me to tell? Anyway, will this Mod be used for the next Champions Cup?
  17. My, did this one open a can of worms. I guess the best solution would be from @Stan`. Something similar to the Cavalryman gathering meat: The rider of the elephant comes down and does the seeding.
  18. Now I'm looking forward to how the Elephant Workers do it. Keeping my fingers crossed for A24.
  19. +1 for Xianyang for the same cheer of adding the Hans in the game. We tend to have problems naming stuff that don't have the Greek / Latin letters in them... especially now that we're tired of using Greek or Roman names.
  20. So many lol moments. I laughed the hardest when he started using cheats. I didn't even know the game had those! I guess I got used to having Developer Mode that I didn't even bother checking.
  21. Oh, yeah. I remember this one. Anyway, by elexis' statement, the aura's image size is dependent on its radius size. And I don't know if separating the aura's image from its radius range ring is a clean code to suggest.
  22. I just expected that my right clicks would only show one path (regardless if my units could move there or not). Your system is just more meticulous in computing each unit's path, and it somewhat threw me off. That's why I assumed it was a bug. Since it's a feature, then it works fine the way it is. Feldfeld's instructions were enough to show me how it should actually work.
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