Outis
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Posts posted by Outis
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8 hours ago, wowgetoffyourcellphone said:
Spartan Spartiate hoplites could give an armor boost to other hoplites nearby. I mean a very very small radius, like 3 meters, to simulate a "shield wall"/"phalanx" effect.
This can be made so that it makes the formations useful as well
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On 21/07/2024 at 9:20 AM, wackyserious said:
Are these new textures? Is the mod updated?
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1 hour ago, wowgetoffyourcellphone said:
It is at the bottom of the first post
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8 hours ago, Stan` said:
@wowgetoffyourcellphone probably made the icon before the texture changed. If they are more like this you might make a ticket.
Athenian cavalry javelineer portrait has a linothorax texture different than the ones used but it still represents the unit well.
Gaul champion swordsman portrait has a different linothorax (simpler) than used by the unit (more colorful). Not sure about impact on recognizability (i checked, this word exists in the dictionary).
Also, Gaul javelinists and slingers are sporting tattoos in portraits which they are missing in-game (i guess they fashion temporary tattoos for the photoshoot).
Macedonian Argyraspides portrait has laurel leaves on the helmet which are missing in-game.
Persion champion spearman portrait is different than the armor used in-game.
Seleucid infantry javelineer has a different shield in portrait than in-game.
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1 hour ago, wowgetoffyourcellphone said:
There might be a few other portraits with this issue. Another issue I'd like to address sometime is the sheer number of body textures specified per unit actor. Hurts visual recognition. I'd like to reduce their number in each actor to a maximum of 5 to create more visual consistency for each unit while still having some good randomization.
I think it helps to stick to a color scheme, for example, if it had metal armor, a unit has either bronze colored or iron/silver colored armor. If it has linothorax, then it has either white or brown colored linothorax etc. Then it is possible to have a high variation but also be easy to recognize
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I think the unit in the portrait has Macedonian texture compound_linothorax_02_01.png but this unit does not use this texture.
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Is it me or does the Roman champion cavalry never assume the skeletal texture from its portrait?
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1 hour ago, Obelix said:
Would every unit involved that hit the enemy unit in the last n seconds get this value or just one unit (which was maybe lucky enough to hit at last)?
In Blizzard games, the unit which scores the killing blow gets the count.
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25 minutes ago, wowgetoffyourcellphone said:
That trailer video gave me goosebumps fr!
And I like the art at the end. Arkantos front and center!
And reading the release notes, looks like CHINA IS IN for the Premium Edition? It says it includes the 2 expansions.
Me too
As I understand, the Chinese come in one of the expansions, with yet another civilization in the other expansions.
More goosebumps
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Seems Retold is available to Pre-Order
https://store.steampowered.com/app/1934680/Age_of_Mythology_Retold/
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10 hours ago, real_tabasco_sauce said:
I thought about doing the roman/athens reworks in the community mod
Would be sooo good to get early impression of how these work, also for Spartans. Is it high effort?
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Looking forward to it
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When do we get to try this mod?
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On 13/05/2024 at 8:43 PM, TheCJ said:
So the fortress is pretty much useless against unforeseen attacks, no?
What i meant to say was: if we think the fortress fails at defending an area, we should make changes to ensure it excels at it, rather than make changes to add other functions to it. It should excel at its main job first before exceling at other things.
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18 hours ago, wowgetoffyourcellphone said:
I'd say make the "champ building" a standard thing. Call it the 'Academy' class building
I propose at least one unique champ building and one unique tech and hero training building (Government center class?) for each civ.
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22 hours ago, Friedrich123 said:
apart from its poor defensive capability
This should be the job of a building called fortress. It should secure an area against unprepared assaults.
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I hope you enjoy looking at end game statistics as much as I do.
The current stats are quite nice, and I propose to add some:
Regarding units:
We have aggregate numbers from the entire game, but these 2 can be interesting:
Peak Unit/Army Size: highest number of military units at any time
Unit/Army Size at Finish: this would reflect the number of units at the end
Regarding technologies:
We currently have no statistics regarding technologies. We can have info like:
Technologies researched: number of technologies researched by the players
Technologies researched (percentage): technologies researched by the player as a percentage of total technologies available to the player
Time to X Phase: the time stamp at which the player has reached town or city phase
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I think best to have the option to have 2 versions of world population with one distributed per player and to have one distributed per team.
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Starcraft had this and i thought it was very cool
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19 minutes ago, Outis said:
Towers get range upgrade and no minimum range upgrade which fortresses don't. These add more utility.
Fortress specific HP or attack upgrades as mere stat boosts are also ideas.
There are no armor upgrades for towers or fortresses, or any buildings for that matter, i wonder if that would make things interesting.
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6 hours ago, Barcodes said:
maybe you should consider adding upgrades to the fort, similar to how stone towers are
Towers get range upgrade and no minimum range upgrade which fortresses don't. These add more utility.
Fortress specific HP or attack upgrades as mere stat boosts are also ideas.
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15 minutes ago, real_tabasco_sauce said:
we got the new one out! Unfortunately its called 26.8 not 26.7
Is there a release note?
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Introducing the Official community mod for Alpha 26
in Gameplay Discussion
Posted
What would be super cool is to have a charge bonus on shock cavalry like the companions but i guess it is also extra code...