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oshron

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Everything posted by oshron

  1. okay. griffins are in the game, btw, as a persian myth unit
  2. oshron

    ARCHÉ

    hey SMST, im doing some research and work on ATLAS again, and ive gotten to nuclear bombing units. i decided to add prerequisites to a fair amount of my units for realism (ex: you can only build aircraft after you research Aeronautics, and you can only build tanks after researching Armored Fighting Vehicles) as well as some "strategic resources" to enable certain units. for instance, mechanical siege weapons like cannons require a "gunpowder" resource. in this way, i can also reimplement my old Khrusionite resource. among some of my other "strategic resources" are poison (for chemical soldiers) and, of course, nuclear. there would probably be strategic resources for other aspects of gameplay (one possibility is crashed alien spacecraft, which would speed up the production of aircraft and spaceships, kind of like how in 0ad you can garrison horses or camels to speed up the production of cavalry and camelry, etc) and for more basic resources that could perhaps provide resources indefinitely, like maybe beehives coiuld provide an infinite supply of food, though at a very slow rate, while diamonds could provide gold (because of their value) anyway, im not sure if i overcomplicated things or not, but here's the prerequisites for nuclear weaponry: hold a Nuclear resource (plutonium, uranium, etc) research Nuclear Physics and Nuclear Chemistry (starting in the period of 1890 - 1914, or the Victorian Era: Imperial Age) research Nuclear Fission (starting in the period 1918 - 1939, or the Interwar Era) research Nuclear Weaponry (from 1939 onwards, or the World War II Era onwards) all of those cost ALOT of resources in an attempt to limit the use of nuclear bombs, and nukes themselves would still cost alot just to be created and used. this wouldnt just include nuclear bombers but also such weapons as ICBMs. nuclear resources would also be required later on for vehicles or buildings that run on nuclear energy, like nuclear subs, spaceships, and possibly mecha anyway, do you think ive overcomplicated the prerequisites for nuclear weaponry?
  3. possibly, but i think i'd prefer to get some kind of type for each one anyway. if necessary, yes, myth units can replace those
  4. i know, but the aztec faction in godstorm dates to just before the arrival of the spanish, so legit cavalry are out of the question. however, like in AOK, theres the option of making the aztec cavalry a "runner" unit, which would be the eagle warrior. otherwise, they would have an entirely fictional dog unit for their cavalry (the cro-magnons also have dog cavalry). no matter, what, there ALWAYS has to be at least one unit of each general grouping (melee infantry, ranged infantry, cavalry, siege, and ships) to give every civilization at least a chance against other civilizations. therefore, the cro-magnons have a fictionalized ram and the aztecs have a completely off-the-wall atlantis-type ballista
  5. the one in the first post leads to the navigation page that has instructions to find everything so what do you all think about an eagle warrior serving as aztec cavalry
  6. excellent idea, sirwolf now, what exactly was it that you wanted to help out with?
  7. i started up an online version of the plans for the game. i put it up at "Rplegacy-Database", a wiki-type website that i use to record information for another project, an RPG-centered message board. here's a link: http://rplegacy-database.wikispaces.com/ type "mythology" into the search bar to find information on the mod
  8. i was going over the building specs in the design document recently and--though i knew this a long time ago--saw that gates and towers arent built independently and instead automatically appear on walls at end points (for towers) and in the middle of walls of certain lengths (both towers and gates) towers automatically appearing on walls sounds like a good idea to me, but i think maybe a better idea would be to implement an idea based on an old Age of Mythology mod, which made it so that towers could be built up on wall endpoints on the command of the player. those who have played Empire Earth II may remember that this could also be done in that game (in fact, now that i think about it, there were free-standing outposts and heavier wall towers in that game, too, just like there is planned for 0ad). also, in EE2, gates would automatically appear in a wall if it was built over a road or if it a road was built through it. (btw, will roads be regularly buildable?) anyway, i think a better way of building walls, towers, and gates would be like in AOM where you place down a wall endpoint and extend it as far as you want and then construct towers or gates independently, though they can still only be built on walls (this would be more for aesthetics and possibly for strategic placement; you wouldnt want to pay for towers all over your wall if youre only being attacked from one side, would you? im imagining it like this. ill try to make a little diagram imagine = as being a regular wall portion, with towers represented as T, gates represented as 日, and wall endpoints as O this would be a regular wall, newly built by the player: O=====O at the moment, its just a bare wall, just like any other. then, by selecting the center segment of the wall, the player can create a gate or a tower right in the middle of it, like this: O==日==O O==T==O lets suppose the player chooses to create a gate and tasks their builders to make it. like any other building, a foundation comes up and the gate is constructed. now, since this is a critical point on the city's defense and is presumably a bit more vulnerable than the rest of the wall. with this weakness, the player decides to defend their town by independently building two towers around the gate at each of the endpoints. when construction is over, the wall looks like this: T==日==T
  9. good points. ill see what i can do about all that when i can, but im trying to switch my primary focus over to academics at the moment; i REALLY need to focus on that
  10. i have it all in a series of documents on my harddrive (been meaning to get copies onto a flashdrive in case my harddrive crashes again), but thats about it. ive been contemplating making files for it all on my deviantart account or possibly on a wiki that i have for seperate projects. at the moment, though, i only have them as word documents. but what would you like to help with, sirwolf?
  11. good point. hippeus and prodromos it is, then speaking of cavalry and such units, what do you think of replacing the aztec dog unit that i currently have as their only cavalry with a "runner" type unit (i had always thought that "runners" would be a good alternative to cavalry for civs that didnt use horses). if thats the case, then ill be making the eagle warrior their "cavalry" unit and then i'll need to come up with a new city phase super unit for them (if you remember, the aztec hero unit is the jaguar war, so he's out of the question there)
  12. exactly. i think teh reason a desire for a native american faction aside from aztecs stems from the fact that one of my first world mythology books had an entire section about the PNW in particular EDIT: ive started doing some preliminary research into the PNW faction and have decided to make the haida be the "good" faction, with the "good" major god for the civilization being Raven. the haida viewed him as the creator and provider of mankind, but he's also known for being a trickster. i imagine him to end up maybe being kind of like loki in the final product (also a trickster). still trying to find major gods for the tlingit and the nootka
  13. ive been redoing some of the factions. im working on teh greeks at the moment and im trying to make some decisions on their citizen-soldiers. what i have at the moment and will definitively keep are Hoplites (spearmen), Toxotes (archers), and Peltasts (javelinists). their units will be virtually the same as with 0ad's hellenes, but i wanted to expand a little bit. aside from those aforementioned three, i also have down Hippeus (cavalry swordsman), Cataphract (cavalry spearman), Prodromos (cavalry javelinist), Lithobolos (onager), and Oxybeles (ballista). the siege are all fine and i dont want to change much on that, but the cavalry are what im having problems with at the moment. i want to limit it to two cavalry. which do you think i should have?
  14. sorry to break away from the egyptian discussion, but i think i may have a idea for a 19th faction! i stated before that i had some ideas and a bit of a desire to include another amerindian faction based on the peoples of the pacific northwest. ive got three peoples that will be the primary focus: the tlingit, the haida, and the nootka ("nootka" is actually no longer used, but its alot easier to type than their native name. theyll have their native name in the final product). its also a relatively unique faction because they dont live in a generic forest or on plains or in a desert like alot of real amerindian tribes or even alot of the factions already in the game: they live in a rainforest! a temperate rainforest, but a rainforest nonetheless now that i think about it, this may prove to be a tiny problem for the norse, because ill probably be transferring the norse skinwalker to the pacific northwest tribes (im still trying to find a collective name for them). but thats a small price to pay for finally being able to include them! and now that i have a 19th faction, there needs to be a 20th as well. what do you all think would be a good idea for the 20th faction? a couple ive had in the past would be either a shamanic korean or a vietnamese/buddhist faction (nearly all other major modern religions are included, the only reason buddhism isnt in there already is because its not a particularly violent faith like the others)
  15. i was planning to treat them as seperate entities true, but i thought they would go well for the egyptians as well, because i didnt want to just copy AOM in this sense. the plagues are as associated with egypt as they are with the hebrews no comment i think maybe Suez Whale would probably be the best name. what do you think?
  16. yes, fatigue could work. maybe his god power could be "Exhaustion" and is invoked in an area (see, with god powers, there are little icons on the screen that show where they are, there would be 5 in total, and you click on those to get a special cursor for the godpower and then can decide where to invoke it, either on a specific unit, in an area of varying sizes, or anywhere to affect the whole map--it varies with each godpower). after Exhaustion is invoked in an area, it could slow down any enemies that were hit by it, making them go more slowly. im thinking it would be best for escapes. some sort of desert tech would be good, yeah. maybe it could be something like "Lost Roads" that set reveals to his followers, which allows them to move over rough terrain more easily ("rough terrain" refers to terrain like deserts, snow, mountains, and swamps; even if its unrealistic, this is so that it would work on any map and not just in deserts) one of the most common types of mythical techs in the game are myth unit upgrade techs, which simply make all the specified myth units of that player more powerful, sometimes giving them a special attack (for example, i plan for the Roman Fauns to have no attack to begin with and instead serve as supportive units, but when theyre upgraded, they acquire a shouting attack based on Pan that they can use occasionally) i had had thoughts about giving sobek a "Frenzy" godpower that summons crocodiles, but that would only work on water, so i probably need something that could work on land as well breeding and food generation isnt a bad idea at all! ill try to come up with something for that a resurrecting god power wouldnt be a bad idea im not too sure about giving it arms and a knife, but going from poison to fire is certainly something. im personally content with where i have the apep-spawn and changed it so that Ra wouldnt be able to get them as you suggested its not them LITERALLY reviving on the spot; the egyptians are a sovereign culture (theres descriptions of that earlier in the thread), meaning they get one "ruler" hero, in this case the pharaoh. when a sovereign hero is killed, you have to wait one minute and then a successor will appear (the celts are another example, and have an actual King in reference to King Arthur; suppose the celts had, say, "King George XII", and he dies in battle. after one minute, he's replaced by his successor, "King George XIII". they wont have those names, but thats just an example). the canopic jars just make it so that the pharaoh's successor appears faster. theres no difference between successor and predecessor except for their name and maybe variant appearances for realism (so there could maybe be pharaohs in each of the skin tones common to egypt, which varied from mediterranean pink to nubian black, iirc) she could perhaps benefit heroes? the viziers and pharaohs use magic, after all, and she could help magician units when they become available. in response to your myth unit question, yes, magicians and mounted magicians are planned, but not in the initial release. theyd still become available to the egyptians, though. i think serpent of duat wings would probably be vestigial. even when the Japanese Tengu gets wings, he still isnt allowed to fly, he just gets a leaping attack (maybe that could also be applied to the serpent?). ill check to see if ive given "Restoration" to a different god already. if i havent, itll go to isis. tjatja, got it. thanks on the son of osiris; that was osiris' god power in AOM (in that game, he was a minor god while isis was a major one, which was silly) a lion-headed minor divinity wouldnt be too bad. maybe it could be deceptively weak normally only to have a devastating special attack? as for hail, it was not only to go with sekhmet's powers but also in reference to the plagues of egypt. i do that elsewhere with the egyptian god powers, too, like anubis' boils. since theres some inconsistency in one of the plagues being either hail or fire, i decided to call it hail but gave it both traits. alternatively, i could--IDEA! maybe her god power could instead be "acid rain" which has virtually the same effects, and this also leaves hail available to another faction! another thing with god powers that im trying to do is make it so that "natural disaster" god powers are mostly limited to the legend phase, and only two minor gods give them. for example, the greek legend phase god powers are Solar Flare, which incinerates units and buildings, Lightning Storm, self-explanatory, and Underworld Passage, which creates a portal between two points on the map he could benefit technology perhaps that winged giraffe could got to bastet, instead, because i REALLY dont want to give her any of the serpent MUs. a flying giraffe may be unfitting of the cat goddess, but snakes are even MORE unfitting this is another possibility not too sure about that bull, but a tusked whale certainly sounds interesting. it would also help out with their lack of naval units. it could be very powerful but have terrible line of sight as for the green knight, maybe he could have variation to his special attack: at range, he uses the roots, but uses his axe against adjacent units. for censorship and simplicity, they would just die instantly
  17. after much convincing and a little contemplation, ive rearranged the egyptian pantheon as this: MAJOR GODS Osiris Traits: (missing) Bonus: Living Gods - makes Viziers as strong as Pharaohs Technology: (missing) God Power: (missing) Super Unit: (missing) Ra Traits: (missing) Bonus: (missing) Technology: (missing) God Power: (missing) Super Unit: Medjay - Nubian mercenary primarily acting as an archer but uses a sword at close range Set Traits: (missing) Bonus: Slavery - a percentage of killed enemy mortals become Slaves Technology: (missing) God Power: Drought - slows down enemy food production Super Unit: (missing) MINOR GODS Bastet, goddess of cats Phase: Town Focus: (missing) Technology: Sacred Cats - increases food production (cats kill vermin) Myth Units: (missing) God Power: (missing) Availability: Ra, Set Changes from Last Version: none Ma'at, goddess of law and truth Phase: Town Focus: (missing) Technology: Petsuchos (makes Ammit stronger), Crocodilopolis (effects undecided) Myth Units: Ammit (regenerates health by fighting, loses health by hunger) God Power: (missing) Availability: Osiris, Ra Changes from Last Version: Reme pa-Yar transferred to Sobek, Sobek technologies given to Ma'at Sobek, god of crocodiles Phase: Town Focus: navy Technology: (missing) Myth Units: Reme pa-Yar (terrestrial, splits into spawn when killed, heals wounds in water), El Naddahah (naval, effects undecided, but will probably be a nastier version of the Celtic Lake Maiden) God Power: (missing) Availability: Osiris, Set Changes from Last Version: technologies and Ammit transferred to Ma'at, given Reme pa-Yar Hathor, goddess of love and motherhood Phase: City Focus: (missing) Technology: (missing) Myth Units: Sphinx (effects undecided) God Power: (missing) Availability: Osiris, Ra Changes from Last Version: none Khepri, god of beetles Phase: City Focus: (missing) Technology: (missing) Myth Units: Giant Scarab (living siege, bleeds upon death to hurt nearby enemies) God Power: (missing) Availability: Ra, Set Changes from Last Version: none Khnum, god of the Nile Phase: City Focus: navy, buildings Technology: Osirica (effects undecided, but benefits buildings) Myth Units: Uraeus (effects undecided, but will probably be a rehash of AOM's Wadjet) God Power: (missing) Availability: Osiris, Set Changes from Last Version: none Anubis, god of mummification Phase: Empire Focus: Pharaohs, archers Technology: Bow of Fatality (makes archers stronger), Canopic Jars (makes Pharaohs revive faster) Myth Units: Khaty God Power: Boils - afflicts enemies in an area with boils, hurting them and preventing them from working or fighting Availability: Osiris, Ra, Set Changes from Last Version: Inpu Warrior changed to Khaty, made available to all Major Gods Isis, goddess of nature and magic Phase: Empire Focus: (missing) Technology: (missing) Myth Units: Serpent of Duat (effects undecided; it fits since Osiris is the god of the underworld and Isis is his wife) God Power: (missing) Availability: Osiris, Ra Changes from Last Version: given myth unit Ptah, god of creation Phase: Empire Focus: (missing) Technology: (missing) Myth Units: Crocodile-ram (terrestrial, effects undecided), Apep-spawn (naval, effects undecided) God Power: (missing) Availability: Set Changes from Last Version: given myth units, made available only to Set for purposes of Apep-spawn Horus, god of kings Phase: Legend Focus: (missing) Technology: (missing) Myth Units: Tjatjau (effects undecided, but will probably be a rehash of AOM's Avenger) God Power: Son of Osiris - transforms a Pharaoh into a Son of Osiris hero, borrowed from AOM Availability: Osiris, Ra Changes from Last Version: Shezmu replaced by Tjatjau Sekhmet, goddess of war and the desert Phase: Legend Focus: (missing) Technology: (missing) Myth Units: (missing) God Power: Hail - calls on a storm of fire and ice to slow down all movement and hurt all enemies, especially their buildings (note: this used to be Sandstorm, but was replaced for situations, because not all maps will have sand) Availability: Ra, Set Changes from Last Version: Apep-spawn transferred to Ptah Thoth, god of scribes Phase: Legend Focus: (missing) Technology: (missing) Myth Units: Mummy (can curse enemies to kill them and turn them into Minions) God Power: (missing) Availability: Osiris, Set Changes from Last Version: none btw, this reminds me: for the most part, no civilizations will be getting unique technologies (there are a few exceptions, like being able to research certain armory technologies that will be functionally the same as "regular" ones but included elsewhere just for aesthetics, like cro-magnon obsidian = greek iron). instead, the unique technologies of the game are the ones that are granted by each god (for instance, Anubis' "Bow of Fatality" and "Canopic Jars" are unique technologies) an idea occurred to me just now. perhaps instead of being compelled to have to operate the game with foreign languages the whole time, there could be an option to turn them off and get names in english, or whatever language that particular game is in (russian, spanish, etc) so that, while some units keep their native names for aesthetics, some others, like the norse giants, would be renamed "mountain giant" or "frost giant" and so on
  18. well since i now have the "serpent of duat" idea, i think that would fit better than apep-spawn. if i still need to fill in something elsewhere, then ill bring back the apep-spawn even though ammit is part of the judgment cycle and ma'at is associated with that, which would you rather pair her with? ma'at, goddess of truth, or sobek, god of crocodiles? at the moment, i have it so that the river man (i decided his name will be Reme pa-Yar) goes to ma'at because he doesnt fit as well with bastet (who i also still need a myth unit for. maybe i should just give HER wepwawet?). here's the wikipedia page on el naddahah: http://en.wikipedia.org/wiki/El_Naddaha (and yeah, i realize now ive been misspelling the name for a while) yes, yes, i know anubis is the god of mummification, but id just much rather give him a jackal-headed warrior. im also doing this in such a way that MUs similar to gods appearance and abilty-wise are present, so the khaty goes best with anubis, and i WONT be changing that. thats one thing im absolute about. most of the rest is still fluid, though, and subject to change now that i think about it, maybe it would be best if, instead of making the set animal a myth unit, i made it a regular animal that can be encountered by the player alongside real animals like jackals and lions. id prefer to not have any myth units directly overlap, even if some types of them are ultimately similar between different civilizations same here. it could just be chalked up as an invented myth unit, then. another thing that im trying to do is keep in mind how some scenarios could be made, so im actually including a fair amount of myth units with the ideas for certain ancient ruins that have been overrun by monsters being explored by the player, and i recalled a mud monster from an old game and thought that, purely by coincidence, that the river-man/reme pa-yar would be a good choice, and it also helps to fill out some more of the egyptians care to go into detail on these Tjatjau? ill consider a bull myth unit for the egyptians, or maybe it could be present as some kind of mythical technology that benefits livestock. as for gugalanna, no, i dont think he could fly. in fact, he lived in the underworld. now THAT is interesting. maybe they could serve as a naval unit and i could transfer el naddahah to another god or remove her altogether
  19. exactly. i pretty much NEED to take some liberties in order for the coolest mythical creatures of each civilization to be included. for instance, the norse get giants even though they were the sworn enemies of teh norse gods, and even a few of the norse minor gods (and possibly loki) are actually jotunn (giants) i was thinking about it earlier, and while ill still give him his proper coptic name (hadnt thought of that for the egyptian language, even if it may be incorrect, its the closest thing, so ill try to find a dictionary or translator for that), i think ill refurbish "River Man" to just "Mud Man". my idea now is that he'll be a basic myth unit (perhaps replacing one of the earlier egyptian myth units; mudmen just seem more like a town phase myth unit) thats trained from the temple and is a sturdy guy with lots of health and relative resistance to attack from mortals because of his consistency, and that, if it can be programmed, he just healths when he's in shallow water because it allows him to reform and heal any wounds because of his consistency. but he wouldnt be an amphibious unit. wepwawet goes to Ma'at while shezmu would have gone to Horus. ill admit that sometimes the reason i give certain minor gods certain myth units is because of which major gods they are available to. i suppose i could swap the availability of wepwawet to one of the gods available to set, because ma'at isnt, or i could do the reverse and make ma'at available to set, because i dont want to move around sobek and the other god available in the town phase is bastet. i COULD, course, make wep a weaker myth unit available to a later god and consequently make that god a bit more powerful in other aspects. ill list the egyptian gods and which myth units they give:Batet | none yet Ma'at | Wepwawet Sobek | Petsuchos, El Naddahah Hathor | Sphinx Khepri | Giant Scarab (invented) Khnum | Uraeus Anubis | Inpu Warrior (i still need to change it and dont want to bother with that atm) Isis | none yet Ptah | none yet (formerly a giant scorpion, Serket, but i cut it out when i gave the Mesopotamians the Sandwalker, which was also a giant scorpion) Horus | none yet (formerly Shezmu) Sekhmet | Apep-spawn (formerly Sand Giant and then Mummy, cut out first because of situational considerations and then so Osiris and Set got mummies instead of Ra and Set) Thoth | Mummy (so that both Osiris and Set got mummies: the mummified god and the evil god, what more could you ask for with this?) now that i think about it, there was a mud-man-like unit in AOM, the promethean, that split in two when it was killed and reformed to create two smaller prometheans. perhaps the mud-man could have a similar trait? while the association of a god SHOULD have to do with what is available, another thing i did with minor gods was try to not have many gods that embodied the same thing where i can help it. one thing i try to do is set it up so that the minor gods available to each major god are not only associated with that go where applicable but also so that they grant myth units that can be best associated with that god. for instance, mummies are often antagonists in fiction, so set can get them, and osiris also gets them because he's the ORIGINAL mummy as well as king of the underworld. with the greek faction, poseidon gets all of the minor gods that can train naval myth units, and hades can get harpies, stymphalian birds/cyclopes, eyrmanthian boars/nemean lions, and medusae/chimeras, all of which are monsters you would EXPECT to encounter in the underworld. in another case, the japanese, i actually decided on which gods get different MUs depending on what role those gods actually play in a book im writingill go into detail on the myth units now that i have the time to do so: Serpent of the Duat: i hadnt thought of this. maybe this could replace the apep-spawn. what do you think? El Naddahah: this is actually a MODERN egyptian cryptid thats something like a siren. iirc, the legend is that she tries to lure men into the nile. her name is presumably arabic in origin. Giant Scarab: available to khepri, who in turn is available to ra and set, so it all works out here. the MU itself serves as a living siege unit Khaty: for anubis, of course, since its replacing the inpu warrior Sphinx: teh sphinx went to bastet in AOM, which fit in well there, but i felt it went better as a city phase myth unit with hathor Uraeus: went with khnum i guess because of his association with the nile. not quite sure why i decided on that, maybe i originally envision them as naval units
  20. oshron

    ARCHÉ

    whats missing is still a lot of planning and the game itself
  21. could it be that, at least with mineral resources, since those will be thee most limited (farms and corralled livestock can provide food indefinitely while you wouldnt run out of forests to chop unless you played for a day straight), that more become exposed over time? for example, there could just be special ore veins and stone deposits that are invisible and cant be mined at the beginning that appear after a set amount of time, say, 20 minutes? that way, even if you mine all the obvious quarries and veins in your immediate area, after a while another could appear and you'd be able mine that as well. otherwise, youd have to rely on trade speaking of which, could it perhaps be that you can change which resource you want to trade with each individual merchant unit? for example, you could form an alliance with a weak computer player and defend them while a trade route of four merchants goes between the two civic centers, with one generating food, one for wood, one for metal, and one for stone? in retrospect, it kind of annoys me that merchants in previous games only generated gold, because in ancient times money wasnt everything, you could barter instead of paying. Merchant: What would you like today? Customer: I think I'll have that raw ore up on the shelf. Merchant: That'll be eighty coins. Customer: I don't have any coin on me, but how 'bout I trade you a few of my goats instead? Merchant: Deal! like that
  22. yeah, i saw that mentioned in the wikipedia article, but had decided to go with the title of the page. ill change that some other time another thing im trying to do is keep units mostly as unique as possible, thats why theres two seperate scorpion units available to the same civilization that dont have the same abilities (the sandwalker buries itself to ambush while the scorpion-man poisons). thats one reason im kind of hesitant about the serpopard, because its kind of similar to the mesopotamian sirrush. i think i may include it only if i need to fill in one last space on the egyptians.serpents of duat doesnt sound too bad. id probably simplify their initial appearance and make them get more limbs as they upgrade aah, yes, the set animal. i had something like that a while ago and gave it up in lieu of wepwawet. i may consider bringing it back now, river man, THATS an interesting unit. it could perhaps be that he regenerates health when he's in water and slowly dries out on land (meaning he loses health) so he cant stray too far from water. kind of like the japanese kappa. i think we have a winner here! not a bat idea. i had originally chosen "Inpu Warrior" because i thought it sounded better than "Anubite", but this is MUCH more authentic! another winner! that reminds me: at the moment, i have alot of the names for myth units far more informal that what they'll eventually be, like "fire giant" instead of the more proper "eldjotnar", so ill have to remember to change those names later AND, i also filled in the last mesopotamian myth unit that needed was required for a town phase god, though may mix it up a bit and give it a bit more respect because of its power: its the Bull of Heaven from th Epic of Gilgamesh and serves as a living siege unit, and i gave it its proper name: Gugalanna. i actually learned that it, too, is a god and not really a monster even though it WAS killed (then again, tiamat was the progenitor of the gods and yet SHE was killed, too). but i think gugalanna is more deserving of a place as a myth unit than wepwawet or shezmu would be because i literally never knew that he was a god until just earlier today, whereas the other two are clearly identified as such so, yeah, i think wepwawet may stay, but shezmu is probably out. what would you recommend as horus' new myth unit? it has to be something powerful.
  23. it could also be that migrating fish are simply aesthetic while fish that can be gathered are stationary one idea i came up with was to perhaps make it so that animals changed with the civilization as well in much the same way that units and buildings are. that gave me the idea to have just one tree of units and that they are changed depending on the civilization. for example, there would be one collective "great cat" unit that for an african civilization would become a lion while for an east asian civilization it would be a tiger. this could apply for any number of units and im mostly thinking of it in terms of my modern and mythology mods because much more of the world is represented
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