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DesertRose

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  1. Unlocks "Scale Body Armor" No "." at all
  2. For Forge techs, the information that it unlocks the next tier is so unimportant that you can even leave it out. It certainly does not need a bullet point or being bold. Also, somehow showing if it unlocks another tech, unit or building would be nice. Either color coded, or something l like Unlocks "Tier 2 Hack Armor" [Tech] Unlocks "Champion Swordsman" [Unit] "Hack armor level" sounds strange. Why not simply "Infantry +1 Hack Armor"?
  3. Yeah, that's one way. I want to achieve it without bonus damage though, only with the use of damage types and resistances, though.
  4. It gives you EasyStart or something where the game plays the first ~5 seconds for you, allowing you a near perfect start. It also has some trainer options.
  5. Regarding range units, my idea was Archer All-purpose ranged unit Slinger Especially strong against ranged units (pebbles are very strong against non-armored or only lightly armored targets) Javelineers Especially strong against cavalry units The gameplay goal is that Javelineers behind a meatshield / walls is somewhat as dangerous to cavalry as Spearmen, and the same for Slingers against ranged units compared to melee cavalry. Thus breaking up the core triangle cavalry > ranged > infantry > cavalry, and allowing to create Civs that have armies that approach threats differently. And yeah, techs that buff a specific unit type to either make it excel at its intended role even more or lessen its weaknesses and is only available to one of a few Civs is another possible idea to make the gameplay approach of each Civ more unique.
  6. Create a gitea account and push your changes to the repository. Little cumbersome to set up, but it would be sad to see this change not lasting.
  7. Another idea somewhat related to this. Farm upgrades, instead of giving you +x% faster gather rate, allows you to put one more farmer per Field. E.g. Fields start with a maximum of 2 Farmers, and each Farm upgrade increases the maximum by 1.
  8. That's an interesting idea. It would mean that you can still train Citizen Soldiers to kick-start your economy, but the further the game advances the less economically viable Citizen Soldiers become. So advancing to the next Phase does not also mean spending resources now to gain a long-term advantage, it also means that you potentially sacrifice economic power for military power. It also has the downside that after advancing to the next Phase you are practically forced to attack; you cannot advance to further increase an economic lead.
  9. Use the "End Alarm" button / hotkey (if it exists). It will make garrisoned Civilians go back to the work they did previously. Dunno if it works on Citizen Soldiers. In any case, killed cattle should count toward your maximum cattle until they are fully eaten up. Tbh I find it rather annoying as it mostly just adds a tiny detail you need to consider to optimize your BO, while adding little depth otherwise.
  10. That animals currently do not rot has some strange implications, especially regarding Corrals. You can simply kill a couple of your own animals to bypass the maximum number of cattle, and enemy raids killing your cattle does not actually hurt your economy much because they do not rot.
  11. I mean gameplay-wise. An archer with less range but more damage would be very similar to a javelineer. As there is already Archer, Javelineer, Slinger and Crossbowman I don't think another ranged unit is helpful before these four units are distinct.
  12. Wouldn't that simply be a Javelineer? Also, why should a shortbow deal more damage from a realism perspective?
  13. If I have understood that correctly, and to simplify it a bit, in addition to Resistances that reduces the damage by a certain percentage there is also a block / dodge mechanic that completely negates the damage of a melee attack / projectile. Would certainly give you more options to make one unit type effective against certain other units types. E.g. cavalry has high dodge but low block to make them effective against ranged units but "bad" against melee units.
  14. I work on a similar mod, and I have started with the Mauryas. Some ideas I am testing. Temple can be build on neutral terrain, but does not project a sphere of influence Several new Temple technologies (not necessarily unique to the Maur): Aura around Temples that increase worker gathering and building rate; Temples grants structures +x% territory influence radius Historical reasoning: It is claimed that Ashoka spread Buddhism and interlocking of religion and economics / state Stables and Elephant Stables switch places Historical reasoning: According to sources I have read elephants accounted for about 20% of the empire's "cavalry"; enough to use some leeway to make them gameplay-wise more relevant, and make the Civ more unique Visha Kanya can be trained in the Temple Only trainable after researching a tech? Are one or both of them trainable in P2? If Archer is trainable in P2, P3 tech to increase poison damage Swordwoman has a damage bonus against heroes Still trainable in Palace? Give all Maur heroes an aura that buffs Visha Kanyas? Historical reasoning: According to the folk lore Visha Kanyas were young girls who were administered various poisons and antidotes to make their bodily fluids toxic, and then sent out to assassinate influential targets by being intimate with them
  15. Shameless self-adulation: All changes of the above mod will be in 0.29, btw. Better GUI: You have a better structure overview in the main menu, and it adds more hotkeys. You can also use it to "cheat" if you want to. Haven't tested it, but this seems to be good: This makes the differences between Civilians and Citizens more noticeable, as currently male Civilians and Citizens use the same voice:
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