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Outis

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Everything posted by Outis

  1. The freckles are a great touch I fear they may be picked on at school though... These look great as well. Maybe one suggestion: the lips appear somehow too small.
  2. That was only a suggestion, please bear in mind i have a 6 month old baby . I really dont know the next time i can sit down and do something in my private time. I hope not in 18 years . Me too... Let me dwell on this a bit. Welcome to my world. It is soul-crushing... The only sw i want to handle is 0 A.D.
  3. If you want to keep lancer template and cataphract mixin, you can mix and match any way you want. A cataphract is heavily armored by definition, that is one difference. What you should not neglect in my opinion is: even though both have strong charging capability i.e. lancers, kontos is a longer weapon with more reach than xyston, so you might want to reflect that in increased range.
  4. I started mine mainly with some artwork. I plan to make it unbalanced by design for single player. I guess it is a relaxing hobby of sorts. But i will surely share any idea from my mod which may contribute . I am a sw project manager, i like to simplify and keep design modular where possible, hence the suggestion. What i like about mixins is: you can keep common/major unit types, so unit types appearing for most civs and are significantly different in templates, and add small differences in mixins. But this is just my preference. I hear you. The game should aim to incentivize historically accurate armies, and small changes in top to reward insight. Ideas i have but havent put to test to see the effects: 1) keep citizen soldiers we want to incentivize as they are, and make the citizen soldiers we want to downprioritize another category like allies or dependents, which keep their stats and cost but lose resource gathering. In a sense, they are unprofessional soldiers we recruit only if we need them tactically. This may be a drastic change but i wanted to consider and try. 2) or introduce allies/dependents, keep their resource gathering, but put some kind of limit to their number based on a set ratio between number of allies/dependents allowed per citizen soldier. In fact, such a ratio-based limit can be introduced for mercenaries and champions as well, with some civs having a civ bonuses or techs relaxing the given ratios. For example Carthaginians being allowed more mercenaries than other civs. I know limits are not popular in the game but a Spartan army with no hoplites is a travesty... 3) the mildest approach would be to introduce unit-specific generic upgrades, and allow each civ to have only the upgrades of units we want to incentivize. So in your example, a Spartan player will have good hoplites but poor javelineers, so will build javelineers only when they are crucial tactically.
  5. I am working on my own mod for private entertainment from where my recommendations are coming, and i must say your mod has many similar or compatible approaches. I will share my proposals where applicable. Me too. I would make this unit the same as cataphract with a longer range, heavier armor, and slower movement like in EA. To my knowledge, such two-handed lances are mostly combined with heavy rider and horse armor. So we have multiple cavalry with small differences. I would implement the variations using the mixin templates, as this would streamline implementation. So we have: Champion lancer Citizen cavalry spear without shield Citizen cavalry spear with shield Also Champion cavalry spear without shield? Citizen cavalry spear with shield?
  6. Are these both citizen cavalry?
  7. I second this. Lance is generally used for weapons longer than spears. I would standardize as: spear for cavalry using with single hand and shield, lance for two-handed pike-like weapons such as kontos. Reg skirmisher vs javelineer, i would stick to javelineer as all the other units appear to be named after the weapons they use. Skirmisher is more of a role, one can skirmish with more weapons than only javelins.
  8. Well, both. There are single-bit axes already in the public mod and other mods, you can use one of them.
  9. German ladies look like they pulled an all-nighter at Berghain with those eye bags
  10. This may be correct. I was suggesting partly to differentiate it and give an incentive to create this unit rather than another kind of unit in game.
  11. I would take this with a grain of salt, as it is artistic representation and not an archeological find. Moreover, this is not the relevant time period. This makes more sense. The second blade does not make a meaningful contribution in combat. It shifts the center of gravity away from the strike, and makes the weapon unnecessarily heavy and unwieldy. Also, metal is expensive, it makes no sense to waste on the second blade. It makes sense for a lumberjack as the second blade can be used when the first one gets blunt. It is like bringing an extra axe for then the first one is no longer usable. All in all, without suggesting anything definitive, i see more convincing evidence for single-bladed axes for combat than double-bladed ones.
  12. I was just checking the unit stats from discord and i am impressed by the level of detail. Looks like a lot of thought went into it. I would represent axes mainly as an armor-piercing weapon. I dont like hard counters. I would give it some crush damage. I think this is the direction you took already. The down-side is that these units would double as siege units. This is a problem of sorts. This makes some sense against wooden buildings, but not against stone buildings. What would be great is a way to differentiate wooden and stone buildings. Maybe give stone buildings a significantly higher crush resistance, and give actual siege engines a boost to crush damage to keep their attack against stone buildings comparable. Siege engines will be even more effective against wooden buildings but i think that is OK.
  13. Hello friends, One question, out of the blue: i see an axe unit is more commonly used. I really appreciate the variety. However, i see the double axe is used as a weapon. I have not seen a historical reference of a double axe being used in warfare. Double axes are usually found used for religious or symbolism. I think it would be more historical to use single edged axes.
  14. One problem: the nee face skin color does not match the old body skin color. Most noticable on the necks.
  15. You need to use genitive: Ναός Αθηνάς Νίκης The article της is for modern Greek.
  16. Grapejuice mod by @Grapjas has such a functionality
  17. Is it me or are Hittite and Mycenean buildings missing player color?
  18. I suggest to check this mod by @azayrahmadwhich has many such features.
  19. If you wait long enough they do. It is just it is never wise to wait against the AI.
  20. The stone slabs look fine. They may blend better if they are closer to the sand color of the buildings and the ground.
  21. The original is ἀκοντισταί which translates as javelin-throwers. We can name the javelineers as Malian rather than slingers, and keep the slingers as gymnetes. I just wanted to offer a local name which may sound better than a generic class.
  22. I propose to "localize/specify" slingers as Malian Slingers. Historical reference: https://www.hi.uni-stuttgart.de/wgt/ww-one/Start/Bleed_White/Technology_and_Science/ww1_ger_08_03_02.html
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