Jump to content

Sun Wukong

Community Members
  • Posts

    76
  • Joined

  • Last visited

Everything posted by Sun Wukong

  1. I think Ensemble Studio had a better idea of what to do. This is not a matter of taste, but the alphabet of RTS. It's like a keyboard: no matter what your taste is, the keyboard will always look pretty much the same everywhere. No matter is it SC or C&C clone, economy units are always economy units.
  2. IMHO, citizen-solders were the most dumbest decision in whole RTS world. If you allowed the construction of warehouses and estates outside the root of the territory, then this could make sense, and while one part of the army approached, the other would at that time gather wood next to the enemy. Now it is better to separate economic units and military units.
  3. Make a villager. Same stats as Gyne but different gathering bonuses.
  4. It would be great if the collected resources were stored in the city center in a limited way, for example, 5000 of each resource per center and 1000 cells per warehouse, and after destruction, would fall out in the form of collected treasures. It will need about 1,5 minute to assimilate enemy treasure.
  5. You can make a housing upgrade for the barracks in the later eras, in addition, the Ptolemaic, Carthaginian and others will also have access to barracks expansions. There will be no depreciation.
  6. Excellent model. You can build this instead of the pathetic kiosks that the Romans play the role of houses. A whole leaving complexes of 30 units at once.
  7. But they can't attack through palisade... Why not give all nations approaching the palisade an opportunity to attack through the texture of their own palisade? In the game Cossacks, however, the palisade was shot through, but it was impossible to shoot through the stone walls. Why not use this combat mechanic: shooters and buildings and ships are not able to attack a target hidden behind a stone wall but are able to shoot with a canopy?
  8. 0 AD includes ages from -500 to "0", so why you don't use "dwindled spartan" stone walls? It could be not massive as usual, but it could be better obstruction for enemy raiders and rams.
  9. Walls could prevent enemy raiders. Anyway, maybe you should reskin spartan palisade into some unique texture?
  10. However, as far as I know, Sparta had some stone walls. Or do you think that this polis was surrounded by a single palisade?
  11. Aesthetics of the settlement? Are you talking about houses, whose models sometimes have such a small entrance and windows that they look more like a doghouse or a dollhouse, but in no way correspond in size to the models of human units?
  12. I had a question: where did the information come from that Sparta did not have a stone city wall? If you decide to make a wooden wall for them, then why is there no place for a garrison and turrets on it?
  13. Option three: make Carthaginian improved houses for all nations, adding insulas to the Romans, long houses to the Celts, and so on.
  14. Frankly, when it comes to balance, you should copy the limits on the number of possible buildings, as was the case in the third age of empires. In particular, to limit the number of trade units, preventing players on the big map from turning them into a money printing press.
  15. I have two options: this technology will cost as much as a house and just add living spaces to the barracks, which will save space for building something more important than a bunch of houses. And the second option: this technology will be more expensive, but the mass and all future barracks will add residential places, thus, the destruction of fragile houses and the city center by the enemy will be partially overlapped by places in the barracks and the player will quickly restore his troops, spending less wood on houses and acquiring units.
  16. So that the houses do not lose their meaning, I propose to make the appearance of residential places in the barracks in the form of an expensive researchable technology, where each barracks will be upgraded to a residential barracks individually, like a tower.
  17. In the game Cossacks: Back to the War, each barracks added several residential places. The problem is that 5 residential places per house seems very small to me. Instead of building entire blocks out of the slums, I'd like to make up for it by building barracks. Naturally, this opportunity should be given to all nations, and not just the Celts. This is not about increasing the capacity of the population in excess of the established one, but about the fact that the barracks will also provide housing as well as houses.
  18. I propose to make life easier for the players with the construction of numerous houses by adding residential places to buildings such as barracks and fortresses.
  19. But I saw you have an excellent model of the building, suitable for the palace. But it was brighter than all the other buildings of the Mauryas...
  20. Yey! Another alpha! UPD: I see that the broken tiles have been replaced here and there. It pleases. However, there are still other buildings with broken tiles. And the stoa, which is part of the texture of the urban centers of the Athenians and Macedonians, is still asymmetrical and shifted to the side. As for the palace-bus station, let it remain on the conscience of the one who came up with the idea of using the gate instead of the palace... The main thing is that the Indians do not see this.
  21. What prevents developers from creating a separate type of trees and mines with a special attribute that prohibits demolition, only for such maps as "forest-nothing"? Or just add this attribute to the map itself of this kind, where the game will turn off the demolition automatically. Or even separate a similar type of cards into a separate list with its own mode. Because in the current state of affairs, for playing on the defensive, these areas of the forest turn into a big disadvantage in the defense with a solid wall.
  22. It is better to change PEGI to 18 and continue to make a normal game, and not listen to a schizophrenic organization that enriches itself in wars and plunders humanitarian aid.
  23. It is very necessary that buildings and walls have the ability to demolish all interfering trees and stone resources within the radius of the root territory. Since the forests here are permeable, they create a vulnerability in the perimeter, and it takes an extremely long time to cut them down with only units and without onagers. This is an extremely important function for this game! Can you add this?
×
×
  • Create New...