
Perzival12
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Everything posted by Perzival12
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I don’t mean like, actual traps, but pits and spikes should slow down or block certain units. A wall of spikes would stop cavalry and slow infantry, a pit would slow infantry and stop siege machines and cavalry, a moat would stop all unless it is filled in by making a mound (using the same mechanics as digging a pig).
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Solved it, check out my Wandering Gaia Soldiers thread for my fix
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Yeah, and those open plains and fortresses were surrounded by ditches full of spikes and traps to imped cavalry and siege machines. What do you think the moat was for? Even the Gauls had mounds of earth to give them protection from arrows if they didn’t have time to construct a palisade. I’m not saying deep enough for separate battles in trenches (like ww1), but some sort of slowing terrain to prevent siege machines and cavalry from crossing easily. PS: building moats would also be cool, though that is more Middle Ages than Iron Age.
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Okay, so I figured it out (kinda) my current way is: First, copy the file that you want to wander into templates/gaia. Otherwise, your trainable units will wander and be uncontrollable. Then, edit the file like this: 1: Change the template at the top of the file to templates_units_fauna_wild_aggressive. 2: Add the movement speeds, armor, damage, generic names, health, vision, and all the other stats of the unit that the original template was defining. 3: Add to the Classes: Human and Organic. Add to the VisibleClasses: Melee. 4: Add what wowgetoffyourcellphone posted above, right above your Promotion data. Add Loot and ResourceGatherer disable=“”. If you want the unit to be nonviolent, make the template be templates_units_fauna_wild_passive. Also, make sure you say wild and not hunt, or food can be gathered from downed AI soldiers.
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It would be nice if you could move earth with workers. That way you could build earth mounds or dig trenches in your defense line. (After all, this game is supposed to be historically accurate, and that was a common tactic at the time).
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Yeah, I tried that already, and added a Roam distance to the soldiers, but it just gave me errors. Still trying to figure out why.
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Hey, i was wondering if anyone knows how to make Gaia soldiers wander around the map, similar to how the wolves and cattle wander around.
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Hey, I’m making a random map where you get attacked by bandits after a few minutes, but I am having trouble. I took the Survival Of The Fittest map and edited it to work, but I can’t seem to select a specific civ or unit type. Also, on a similar topic, I am trying to figure out how to get Gaia soldiers to wander like animals do, to make them more realistic. Does anyone have any ideas how to do that? Adding the animal Roam info doesn’t seem to work.
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I’m working on something similar, with spy’s. Basically, you just make anyone with a gun be an archer and any explosive be caused by a siege weapon with splash damage. Try it.
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I usually (if possible) use mountain ranges as walls, and just wall of the gaps. Same goes for plateaus and oceans. With a bunch of sentry towers behind the walls. I can shoot attackers to pieces while they try to break through. Then, by the time they do, I’ve moved all available soldiers to where they are.
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Okay, correction, I do use women to farm, but I get most food by hunting and trading.
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The idea of a scout unit that can camouflage when it’s not moving sounds cool, kind of like a hunter or assassin. It should only be visible when it’s moving or attacking, and only to units close to it or other spies.
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===[Gameplay Flaw]===Archer machine guns.
Perzival12 replied to Lion.Kanzen's topic in Gameplay Discussion
What if it was a setting: faster firing lowers accuracy and damage or slower firing increases accuracy and damage? Then there is more choice, and maybe each archer could have it’s own setting. -
Yeah, thanks for the aura idea. I’m going to use it.
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I don’t use or train any women after the starting four, just cause they are useless in combat, whereas citizen soldiers can be ordered to do a massive attack at the end of the game.
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Blacksmith : Weapon or Armor? Slash or Piercing?
Perzival12 replied to vanz's topic in Gameplay Discussion
I’m super lazy with these, really only build the blacksmith so I can upgrade to city phase. I just upgrade them in order and then forget about them. -
I do the exact opposite, basically just sitting in my starting spot and fortifying it into a super defensible position before I do anything aggressive.
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I think it depends on how long it takes to capture a building versus destroy it. I always destroy civic centers, then build a new one, which captures all of the nearby enemy buildings. I also tend to destroy towers just cause they take out way to many of my units while I try to do other stuff.
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Poll: Should shipwrecks be gatherable only by merchantmen?
Perzival12 replied to Gurken Khan's topic in Gameplay Discussion
Haven’t noticed that, what maps are you playing? -
My favorite has always been the Athenians, though getting to hunt enemy soldiers with the British war dogs is super fun.
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Hands down the Roman’s are THE hardest ai civ. With super powerful champions and a lot of siege machines, they can overwhelm my armies in a few minutes.