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AIEND

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Everything posted by AIEND

  1. Water is needed wherever people move, so in my mind water is more like electricity in Command & Conquer, whether it's housing, barracks, or whatever, more or less water is needed.
  2. I'm not quite sure what real-life archetypes these in-game art images correspond to. At least it should be said, I have never seen such a big tank. It would be great if you could check it, because the art elements in some old games usually come from the creator's imagination. Conversely, what about making civic centers dependent on the water supply system?
  3. In other words, in the future, the water supply system must be built first before new towns can be built? On the other hand, water supply and agriculture should also be closely integrated. Without enough water, farmland cannot be cultivated. Latin American villages?
  4. I have imagined water resources before. I feel that natural water bodies are more important than man-made wells or cisterns. Open channels and aqueducts should be a better choice. Let them be built on the water's edge and then extend like a city wall. , if this can be done, it would be very interesting.
  5. It should be noted that part of this is 21st century, and we still use these facilities in the countryside today, but the building materials have become steel and concrete.
  6. In Asia, ponds, water cellars and karez are more commonly used.
  7. I have a question, does this kind of water cellar above the ground really exist? I don't seem to have seen such a facility in Asia.
  8. If the ancient Mesoamerican factions didn't have a mature model, this was also an opportunity to perfect them. It turns out that we Chinese are more worried about the influence of Great Turkism when dealing with such historical issues, but rarely consider religion, because we treat Christianity, Islam, Judaism and Manichaeism equally.
  9. Is there anything special about the Khazars?
  10. There are already Zapotecs factions in the precolonial mod. I think we can focus on some factions that have not been fully constructed. For example, it takes a lot of energy to design Scythia and Xiongnu. If you can borrow this The opportunity to build a mature mode for the nomadic gameplay is also beneficial to the subsequent mods to design other nomadic factions, such as Avars, Khazars, Mazars, Turks, and Mongolia.
  11. I basically read the post, and I think what I want to solve at the moment is the problem of trading between markets.
  12. Considering that this battering ram is essentially a log with a handle, it can be made by soldiers on the spot, it only needs 100 wood, and does not need any population, and then four soldiers must be stationed before it can be used. Discard directly. Discarded logs can also be picked up and used by enemies.
  13. The problem now is that the soldier's default attack mode is to capture, If I hold down the ctrl key and then click the ground with the mouse, the soldier will capture all the buildings along the way. I can only press ctrl and then click the building alone to let the soldier destroy it. I want to change the default attack method of the soldier on the building, and destroy it first. instead of capture.
  14. I think this is hardly an option, if there is no roof, then the battering ram is hard to resist arrows, so that it can't destroy those buildings that are self-defense, and if you are going to attack those unarmed buildings, you No need for a battering ram. Another design in Age of Empires 3 is more reasonable, with two soldiers carrying a huge shield close to shooting arrows, positioned similar to a lightweight siege tower.
  15. If I press the ctrl key here, the soldiers will capture the building instead of destroying it by default.
  16. PRC generally uses an English keyboard. The main problem is that I have not seen this usage of the Alt key in the shortcut key description in the game.
  17. I don't have a MAC. Is this to be added to the soldier's template to take effect?
  18. After adding arson to the soldiers, the soldiers are still occupying some buildings in vain that could have been easily destroyed by fire, I want to change this and let the soldiers destroy the buildings first.
  19. If it didn't have a roof and wheels, then we wouldn't need it, it would be better for soldiers to set fire to buildings.
  20. I don't think it's necessary to make three very different battering ram models, because these weapons all have a basic size specification, and if the size gets bigger with each upgrade, it's easy to get stuck in various terrains. Although it can be solved by reducing the size of the most basic battering ram, such as no roof and only a few people carrying a log, I do not recommend that. The battering ram only needs two levels, one is the basic type and the other is the enhanced type. The difference in the shape of the latter can be that the roof is covered with more rawhide/copper skin, and a stronger ram.
  21. This is what I did, first weaken the battering ram, and then strengthen it with technical upgrades in P3. At the same time, I also enhanced the city walls (which can be built on neutral land), towers and forts, and in P3, I also have technical upgrades to strengthen the forts to offset the strengthening of the battering rams.
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