Jump to content

Emacz

Community Members
  • Posts

    365
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Emacz

  1. Just rome though right? No one else should have p4 at moment. Spartiates are pretty good once you mass them, and you need to phase up as they get some phase up bonuses. Otherwise they mighjt be too OP if they had all their regular stats in p1
  2. Aren't the Carthaginians often referred to as Phoeicians? yes the starting warrnings I get too, i need to fix or or 2, the rest im not quite sure whats causing them, something to do with the ai units.
  3. Thank you! I haven't had that come up. Are you playing with advanced bot or any other mods? Some of that warnings don't make sense to me ie foundation undefined PartOfArmy undefined. I'm gonna play vs ai and see if i can recreate, sometimes that helps me figure out where to look to make the fixes. Otherwise I usually just ask @Atrik
  4. The biggest problem for me with adding new civs is I have zero art skills, so we would just be using the same actors/portraits as other civs and rename them. We could use some AI... but I actually think there are a decent amount of civs in the base game. Sythians are already in as mercs, but just their archers.... Maybe created some merc horse units? Where they employed, allies of any of the current civs. Similarly the Thracians are in as merc. I have heard/read about the Sarmatians a little. We could potentially start with one, that overlaps the least with currenty civs/territories. But again the artwork will be problematic. Unless you are an OP graphics artist
  5. well we actually made spartaites kinda OP but because of that and yes the fact it was a city state we brought back the old popluation limit they get 10% of max population... ideas ideas ideas and with "evidence" to back up those ideas
  6. will work on this, but since lead slingers ie Rhodians and Elite Balieric have longer range than archer, will be hard to balance/counter. Thanks for input!
  7. All depends on how accurate you want to be I guess, but yes from a pure game-play point of view there are 3 different ranged cs, Archers, Slingers/Xbow, and Javs
  8. I agree they should move faster, we have played around with that, but it does get hard balance wise. I mean all range is faster than melee in base game right? when it comes to cs? The question is should an archer be faster than an xbow, jav etc... would all ranged, ie xbows, slingers and javs have no armor as well? I know some archers, cretans specifically had small shields, same with some javelineers, know as peltasts, are they then slower than an archer with more range less armor?
  9. Where would Kush and Maury fit in this? We have Maury as the fursthest range at moment in CWA
  10. does anyone know how hard it would be to write in something like chance to block and or dodge/avoid? I think it would be "simple" to add them as a resistance, but then it just means the absorb less dmg, instead of potentially missing the dmg all together.
  11. I think because the bow was smaller, the draw string was tighter so it would create more force but didnt have the distance. I could totally be wrong and am willing to make any changes once I come across new evidence.
  12. Again we made some adjustments with ranges in CWA... Lead bullet slingers were known to out range archers.... greek archers didn't have the range of persian archers and other civs... but they were know for their shield (better resistance) and we gave them slight dmg buff. A lot of great info out there if you look for it!
  13. Not in CWA We have greek archers and regular archers, and then Maurya have a bonus due to their long bows and Kush has poision/fire, persia has faster draw time.... Not in CWA We have greek archers and regular archers, and then Maurya have a bonus due to their long bows and Kush has poision/fire, persia has faster draw time....
  14. I think the biggest problem with the rating system is its too easy to "farm" points and then refuse to play against bettter players. So in a lot of ways most of the ratings you will see don't mean anything. For 1x1 it should be more like SC and you get assigned a player based on your rating, so new players can only play new players etc (For rated games) that way you cant get to 1500-1600 by only playing 1200 players I try and find rated games of ~100 of my current rating, but its harder cause a lot of 1400/1500s don't want to play rated, mostly cause they probably aren't 1400-1500!
  15. We have added more diversity and complexity in our version of an "Expansion" Classical Warfare AEA! That's one of the reasons the project was started. @Grautvornix I wasnt able to edit and add in your quote as well But there is already a mod (plenty actually) out there that add variety and complexity.
  16. @Deicide4u I have a slight issue with your elo sysytem 2000+: A literal God of 0 A.D., probably played the game since A17. - Ive been playing for a long time, maybe not a17, not really sure, but at least 10+ years off and on, but im still more in the nub stages, definitely not 2k
  17. Is it possible to have phasing up depending on a tech as well as buidllings etc? For example I want rome p4 to only be researchable after augustus reforms. I tried a simple fix and had p4 supersede reforms, but that through a bunch of errors anyone know about how this could work? Thanks! @wowgetoffyourcellphone @Atrik @real_tabasco_sauce
  18. Couldn't units be balanced in a way where sniping is less important? Then you wouldn't have to really worry about any of this
  19. Thanks, I thought send it all trickled back to the infantry template, and they include Citizen, i could just -Citizen. I did find the "issue" I think. The merc I were playing around with were specialized either as a mix in or their own unit, so not based off the infantry template.
  20. I am getting the below warning - I realize the unit is still playable, but it is a little annoying <p class="warning">WARNING: [ParamNode] Could not remove token 'Citizen' from node 'VisibleClasses'; not present in list nor inherited (possible typo?)</p> But for the player template we added "Citizen" to <UnitClasses datatype="tokens"> and for the standard infantry template it shows: <VisibleClasses datatype="tokens">Citizen Worker Soldier Infantry</VisibleClasses> The idea being we don't want Mercenaries to be citizens. They were paid help from the outside. Any suggestions on how to clean it up, so the warning doesnt pop up all the time?! Thanks! @Atrik@real_tabasco_sauce@wowgetoffyourcellphone@Stan` or anyone else!
  21. Yeah I was thnking about something along those lines, but then would need 6 templates for all merc units
  22. Once they reach the experienced needed to promote to Advanced, I then want to have them "upgrade" to finish the process. Basically Merc dont recieved techs from forrge/wtf etc... they also dont rank up like regular "CS" they are gready MFs! They want more "gold" to fight harder
  23. Want to try something new with Merc in Classical Warfare AEA. I havent tried yet, cause I figuted I would ask before nubbing and creating errors. Can I write it so the Promotion is includeded in the upgrade? <Upgrade> <veteran> <Entity>units/athen/merc_inf_archer_market_a</Entity> <Tooltip>Rank up to veteran status.</Tooltip> <Cost> <metal>10</metal> </Cost> <Variant>upgrading</Variant> <Time>10</Time> </veteran> </Upgrade> <Promotion> <Entity>units/athen/merc_inf_archer_market_a</Entity> </Promotion>
  24. @Atrik has talent! I'm not sure if they allow him to add things to the base game. People have very strong recations and beliefs to some aspects of ModernGUI and I feel treat Atrik in an unfair manor because of that. I for one am a big supporter of adding some of his GUI aspects to the main game. I think its more visually pleasing, and easier for people with not great eyesight.
×
×
  • Create New...