Acanthis
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Virtually all organic waste, including human excrement, is excellent for soil; providing proper handling and processing (composting, fermentation). Human waste is suitable for use in food production. The collection and use of human excrement in agriculture has only ceased in modern times for a variety of reasons, although it is not entirely unheard of even in developed countries. Especially during the time frame of this game- before modern pharmaceuticals and plastics- human waste would not be something people would have neglected to use. Not that you have to trust me, but I work professionally in agriculture and have used composted human excrement in a variety of contexts. Back to the main topic, I like the idea of diversifying the primary production in the game a bit more. Personally I think it would be very neat to have a few more layers of complexity involved in the economy, not to say an Anno series level, but somewhere in between. For example, charcoal production could be made explicit rather than implicit in the cost of various upgrades and units. But even more kinds of farms or a way to, building on Lion's suggestion, adding an agricultural "building" to "claim" berries/vineyards/fruit trees and turn them into orchards & vineyards would be cool. Simply from a variety and enjoyability point of view, the basic fields get boring and don't necessarily reflect the wide range of agricultural practices of the times and places the game depicts.
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Introducing the Official community mod for Alpha 26
Acanthis replied to wraitii's topic in Gameplay Discussion
So far the game is more fun from my perspective. It is refreshing after a few years. About buildings: yes, they are quite strong now. Is it possible to retain the "fire at closest unit" but increase the spread of the arrows a little bit? Something like an area effect fire rather than focus fire? I get the frustration if turtling becomes too strong, yet we've been playing the game for years in a situation where the first time you build anything more than a couple towers and a fort you get accused of turtling and being afk. Fortifications should be formidable. Not impossible to overcome, but strong enough to make the enemy actually consider other routes of attack. Personally am happy to see that cav aren't the end all be all. Was getting a little bit old seeing how many players would focus almost entirely on jav cav. I want to see more of each civ's roster at play, leaning towards mostly infantry. And if ranked up infantry are considered too strong and Iphicrates finally moves from his "in formation only bonus" to a reduced bonus, but an aura like virtually every other hero in the game, good. -
Introducing the Official community mod for Alpha 26
Acanthis replied to wraitii's topic in Gameplay Discussion
Use the in-game mod selection tool under Options -
Thanks, I'll take screen shots next time and make a new thread there with the evidence, which is sad since he also spews this in the lobby.
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Larsvandijk has entered a game recently and is asking people if they hate Jews, then proceeds to say he hates Jews. Then the games suddenly crash. Would be best for everyone if the lobby moderators stepped up the banning of hate speech and those who spew it.
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New Civ for Alpha 28+ (extended discussion)
Acanthis replied to wowgetoffyourcellphone's topic in General Discussion
I voted for a nomadic civ. However, in multiplayer, games are often played on maps that feel quite small. My worry would be that these smaller maps might make nomadic civs feel rather static, but the only way to know is to try. If game performance were increased so larger maps wouldn't lag as strongly, that could be a good thing. -
Oh, that changes things. Could be nice to have for units more than building production.
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@Mentula ah ok! Thanks for the clarification. I'll add it to a hotkey and try it out sometime, though I'm still not entirely sure when I'd use it
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Ah, ok, must be a mod. Thanks @seeh
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Yesterday I observed a player pause a batch of slingers in order to research a phase upgrade. The slingers had a forward facing hand indicating they were paused halfway through. I haven't seen this before, how is it done? I'm not sure when it would be useful but perhaps it could be. Also, if you pause a batch of units, does the population "return" that they were using or is it also held (as it should be...)?
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What if all CS, no matter the rank*, were by default more of a militia than a soldier. What if citizen soldiers needed to (for example, similar to the idea Fabius posted) either: A- Enter a barracks for a certain period of time to simulate switching gear. Once complete (a visual representation or progress bar would be useful), combat stats and loot value are boosted while gather rates are reduced. *Higher ranking citizen soldiers could have a rapidly decreased mobilization/demobilization timer or B- Barracks/Stables/etc had an aura which performed the same function as A, but the speed of assembling in battle gear was reduced per unit in the aura (if possible). Upgrades/Bonuses could increase this speed. The same task would be required to demobilize. This would slow down the pace of the game quite a lot and likely be divisive. Alternatively the ranking system could be more differentiated with a steeper curve in attributes gained/lost when the units progress. Either way, any major change to the CS-gatherer system will cause some major discussion and debate, so perhaps minor tweaks are best. As an aside, a drilling field "building" would be interesting as well, which could unlock formation bonuses or other attributes for units that undergo training outside of the barracks. Again, this would really change the game and perhaps reduce the speed of gameplay too much for many players, but it would add a dose of realism...
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I'm not a fan of automation that is not included in the standard version or the community mod. Defending automation mods by saying that "it is ok because it is publicly available" doesn't take into account just how few people actually even visit the forums, let alone download anything they read about here. Simply because a mod is posted on the forums doesn't mean that the general playing public have any idea it exists at all. If there were a way to poll users the lobby, I would be surprised if more than say 20% have any idea that there are users employing scripts and heavily modified versions of the game. Moving to GUI enhancements, these begin to stretch my concept of fairness when they strip the whole game down to allow easier sight through trees, increasing the visual size of certain things (wasn't there a mod that did this with berries?), and otherwise making wholesale changes to the way the game is displayed to the user. With regards to this particular mod, the only thing I see as crossing the line is the advanced auto-queue by percentages. If this is a feature people want in the main game, fine, but otherwise it appears to offer a unique advantage over others who don't have this mod.
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Introducing the Official community mod for Alpha 26
Acanthis replied to wraitii's topic in Gameplay Discussion
For a good layman's read on Athens during this period I would point out Lords of the Sea: The Epic Story of the Athenian Navy and the Birth of Democracy by John R. Hale. It isn't the end all be all of Athenian history for sure, but in terms of something pertinent to finding a team bonus for a game like this it would be valuable. If a few people want me to I can review the book again and some other sources and make suggestions. Admittedly I only have a BA in History with a focus on the Athenian navy and Alexander the Great's campaigns (with an emphasis on logistics), but if it is useful just let me know. -
Introducing the Official community mod for Alpha 26
Acanthis replied to wraitii's topic in Gameplay Discussion
Regarding CC cost, would it be possible to use civ bonuses to equalize the cost? If one is worried that stone heavy civs like, say Athens, would be at a disadvantage could there be a bonus which reduces the cost of a CC by x amount of stone, but increases the cost of say metal as compensation? -
In another thread there was some talk (IIRC) about having naval and land (or 'global') bonuses for each civ. I think this is a good idea. I'm most familiar with Athenian and Persian history from university studies. I'd suggest: Athens Naval Bonus Delian League. It really depends on which one you are talking about since there were two alliances separated by some time, the first aimed at the Persians and the second at the Spartans. The obligations of the Athenian allies were different and changed over time. In the first alliance (literally The Athenians and Their Allies, Delian League is later name) allies would either contribute triremes or money. How much of each was assessed on the individual ally's capacity. Towards the end of the first alliance, most (all? can't quite recall) paid in money. If you wanted to base the bonus on the first alliance, I'd propose that their bonus increases the fighting stats of naval ships in the alliance to reflect Athenian maritime dominance. Train time is already reflected in technology availability so I'd rather see their effectiveness as a fighting force increased. The second alliance was different. It was based on harbor duties levied on goods passing through the Piraeus. This model did not bring in quite the revenue that the first did and that led to some rather "creative" means by which the admirals would fund their missions. Perhaps the bonus if modeled on this alliance, the bonus could be something like a slow trickle of metal (like Ptolemies food bonus) and a naval trade bonus to reflect the protection of sea trade by the Athenian fleet. So you could either choose economic or military bonuses depending on which alliance you are referring to. Of course you could also combine some of the proposed economic and military bonuses to blend the time frame. Land Bonus Athenian military strategy during the time of both alliances mentioned above really shied away from land engagements unless absolutely necessary. Two notable failures at siege warfare are their attempts on a small Corinthian colony of Potidaea (the first attempt was a failure, then they unwittingly brought the same plague which was about to decimate Athens proper) and later at Syracuse (total, utter catastrophe). That said, they had a strong "hoplite tradition" (already in game) and cavalry (eventually they had at least 10 horse transports) which shocked the Spartans from time to time. Therefore I think a land or globally useful bonus for the Athenians might be better construed as an economic bonus, perhaps reduced non-blacksmith technology costs (so it could stack with Gauls?). This would reflect the increased demand for trade in goods from throughout the Black Sea and Mediterranean. Persia Naval Bonus The Persians had no fleet of their own. They were quite adept at drawing on the strengths of conquered peoples. In their long running wars against and with Greek city states (funny how all that turned out), the fleets they raised from the Phoenicians and Egyptians were rarely effective. In time the local governors and various kings themselves decided it was best to supply money. The Spartan navy was subsidized by Persian gold and silver (effectively serving the same role as the Second Delian League). Therefore, I'd suggest their bonus be a reduction in the metal cost of naval units. Land Bonus Trading bonuses would only be nice if trade were more useful in the game. Again, like in naval matters, if you were an ally (not a subject) of the Persian Empire, the Persians were rather open handed in terms of funding wars (at least vis a vis the Peloponnesian Wars). Although it would not be very different than the proposed Naval Bonus, you could have a bonus that reduces the cost of metal for citizen soldiers and citizen cavalry. Edit, obviously I haven't played in a while and CS soldiers/cav don't cost metal. D'oh.