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Emacz

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Everything posted by Emacz

  1. Can you control just gaining resistance from ranged attacks, for example? Sorta, but not 100%. Are you referring specifically to Testudo? in Testudo they get +3 pierce, +1 H/C resistance but move 40% slower.... The main issue right now is pierce is both a ranged and melee attack. I'm not sure if you can do pierce from ranged only, would need to talk to Steven about that. We also have a charge attack, raider and shock They do what the github says they do Charge - Charge the enemy and do intiial +10 Crush and 2.5 Hack/Pierce dmg but lose 1 of each resistance while charging Shock - Gain 15% walk speed and 20% accleration Raiders - Raiders 20% faster walk speed and +0.5 capture attack but 5% slower run speed
  2. Haha yeah, obviously he had to do something there. Cause I think I tried playing around with it in the past and never got it to show up.
  3. I don’t know if he had to do anything in the background. But check out the formation templates. I was able to do it there. It took a while to figure out speed. I can explain more later But @stevenlauis the real hero.
  4. Thanks to @stevenlau we now have formation bonus working for testudo/phalanx. You gain resistance but lose speed while in formation. You still cant attack in formation. We also have a charge attack, raider and shock mixins that set units apart. I can't promise everything is balanced and error free... which is why I am always looking for people to test with!
  5. They are supposed to be the skiritai camp in p1, and the perioikoi town in p2. Basically where you can train "allies"
  6. I'd like to think we making some decent progress. Here are some icons of new building ideas we are working on. If anyone has experience with a blender and can help create some of the props so we can make these into actors that would be great! Also looking to play test some of the changes. The AI still isn't "real" enough to get a good feel for the balance. Thanks and Cheers!
  7. So we looking to really change some things up. We are creating Civ idenitities in small groups, like Tribal, City-State, Imperial etc... I'm also trying to get creative with techs and what not. What I'm wondering is if I can create identity subfolders within the technology folder (similar to civ bonuses) and keep their specific techs there so its not as "crowded" in the general technology folder. Will the game still be able to find/read those techs if I create a new folder? If not... is there an "ez" way to do it? Thanks!
  8. Pretty sure the weapons armor etc would be kept in their house or somewhere other than out in the field with them. But Yes, I could be completely wrong.
  9. Sure "he can" carrry a weapon. But wouldnt it slow down his farming, if he had a pitchfork in one hand and a sword, armor, shield as well? The fact that citizen soldiers can work so efficiently more so than civilians) and then be ready to fight in an instance still baffles me
  10. Working on it in CWA, but definitely hard to do by oneself
  11. Here is the FIRST Draft of our "Cavalry" bible. Im sure there are a few mistakes, along with a lot of changes and ideas. Would appreciate anyone who wants to look it over and give some feedback! @Outis only a couple weeks to a month after I said I would get you something similar A much cleaner, updated version. But still a few mistakes Cavalry_Bible_V2_authoritative.pdf
  12. "Helots 25% less dmg, range and spread than normal citizen infantry, but same gather rates as civlians. They also only have 50 HPs but cost only 40 food and 10 wood or stone. They don't recieve forge techs"
  13. I still want to get around to grouping the civs like we previously discussed here but through the course of all my "research" (not nearly as in depth as academics on here) Ive thought a little about how to build up each unit a little more historically accurate and unique to other civilizations with the "same" unit. First, I'm trying to paint a picture of what the "average" citizen soldier would "look like" only based on the type of weapon they carried and whether they were "frontline" melee or skirmishers. This chart lays out their "walk speed" which was gather through several back and fourths with various ai programs to help determine a plausible walk and run multiplier for the various units. I then started to gather information on the various shields used during the time and tried to give them a "resistance" bonus vs a "walk speed penalty" As well as three levels of armor, light, medium and heavy. These are both done as "mixins" so they can be added to the "parent template" which just has the walk speed/run multiplier, dmg related info based on the weapon and health points. Because melee is at the fore front I started with 150 HP and ranged at 75. You think build their "resistances" up from there. So a Gaul spearman carrying a large Celtic shield and wearing light armor would have different resistances, movement speeds and in some case attack speed than a traditional "Greek Hoplite." If anyone is interested in this and wants to help assign values to the different types of shields and armor and then build "equipt" each civs various units I'd appreciate the help. It's your to help with the balancing of the units!
  14. You can still check out Classical AEA... they actually should move a little faster IMO since they had 0 armor.... although most skirmishers had zero resistance. But helots have less HP, less dmg and dont get forge techs in CWA, but they are cheap to produce and have civilian gather rates (which are better than cs)
  15. I was trying to combine something we talked about in pm with the current game set up. I forget what game it was but if I recall correctly you said you start with a unit, you send the unit to the barracks and train it as either a swordman, spearman, archer etc? So when units are first created they should be identical health/resistances etc.. right? Then you train it to be an archer and it gets more dmg via the bow, and maybe a little extra amor than a regular unit ie civilian... where as if you want a peltast it would be equipped with a pelta and little to no armor. But a hoplite would have full , the shield (aspis) which would slow it down. But a roman legionaries shield (scutum) would be even heavier, slowing them down more. But then a hoplite would wear more armor overall/plus the fact that a spear is more cumbersome than a sword, and the hoplite ends up being slower than the legionary.
  16. You kinda could. They way I invivision it is a low kit unit would have the same actor for all 3 ranks…. Then if you get a tech for spearman increased body armor say, all spearman would “promote” they would have to go back to rank 1, but then the “new” unit would have a new actor…. So you may need 9 templates just for that civ’s units if you have 3 “kit” upgrades.
  17. may even take it a step further, custCWA chart - Sheet10.pdfomize the weapons too (not the graphics though, just the stats, length, speed etc) based on this chart, if you find it fairly accurate.
  18. correct, and all ranking up does for you is give you a little bit more health and a little bit more melee attack or range accuarcy.
  19. @OutisI was just using spearman as an example, but yes it would be for each melee unit... And what I would do for techs, with the help of you and @Thalatta over time is, I would have one armor one for spearman, swordman, pikeman, clubmen, axeman. So basicaly your unit starts off with "no armor" just a shield and weapon... and then you decide which ones you want to give which units, at a loss of speed... your gear or "kit" wouldnt look different as you ranked up... instead if you got a tech it would change the appearance of gear.
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