Diatryma Posted February 7, 2019 Report Share Posted February 7, 2019 On 2/5/2019 at 11:49 AM, Glestul said: Do not get discouraged posting your ideas if this scoffers mock you. I have misspelled peasant for pheasant and instantly i get mocked. These are the Toxic Lagger Individuals (TLIN) who stutter our games or play in team games without any skills. Arguing with them is like playing in a stuttering lagging game, you just do not want to share your game with them just like you do not want to share a conversation with them. welcome to WFG community we have this kind of funny and borg- isn't kind of sensitive. he even crush other players (in multiplayer) he is very unmerciful. 2 Quote Link to comment Share on other sites More sharing options...
av93 Posted February 11, 2019 Report Share Posted February 11, 2019 I gave a try to the mod, but sadly I need to put a wire to have a good connection to the internet. It's an huge improvement, want to see how evolve the meta of multiplayer. Quote Link to comment Share on other sites More sharing options...
thankforpie Posted February 16, 2019 Report Share Posted February 16, 2019 borg for vice president 2 Quote Link to comment Share on other sites More sharing options...
sarcoma Posted February 17, 2019 Report Share Posted February 17, 2019 borg for lobby moderator 1 Quote Link to comment Share on other sites More sharing options...
borg- Posted February 20, 2019 Author Report Share Posted February 20, 2019 11 hours ago, Glestul said: In every phase a tech for reinforcing a cc, 500 stone in first phase 1000 stone in second phase and 1500 stone in third phase, each tech reinforces cc for 50% hit points, if a player does not research tech before he phases up then that tech is no longer available so if player phases up to phase three without first two upgraded he can only do the third one. A decision in phase one for all civs before any building is made from what material buildings will be constructed, from wood or from stone, if from stone then all buildings have three times greater hit points and are more immune to iberian fire cav, and also much harder to capture. This i imagine like with seleucid tech in castle where its a decision what army will they have, so this decision would be resource free and unreversable. In third phase a tech for fire arrows for new unit of archers that would look like archers but would be like iberian fire cavs. Fire archers would also kill siege. In third phase a tech for poison arrows for new unit of archers that would look like archers but much more deadly against non champ units. I put tech "poison arrows" in the new version 1.0.3, but only for maiden archers. About fire arrows, it is very complicated to implement this technology, for many reasons. Quote Link to comment Share on other sites More sharing options...
borg- Posted February 20, 2019 Author Report Share Posted February 20, 2019 3 minutes ago, Glestul said: what are maiden archers ? Maurian champion archer trained by hero. Quote Link to comment Share on other sites More sharing options...
Sundiata Posted February 20, 2019 Report Share Posted February 20, 2019 16 minutes ago, borg- said: I put tech "poison arrows" in the new version 1.0.3, but only for maiden archers. Ooooh, Kushite archers needs this as well! Nice... I think they used the poison of vipers... Quote Link to comment Share on other sites More sharing options...
Thorfinn the Shallow Minded Posted February 20, 2019 Report Share Posted February 20, 2019 Understand that for a game that strives for historical accuracy, that the prevalence of incendiary arrows was far less so than popular culture suggests. There are rare instances, but even in these cases, they required specialised equipment and typically specialists for that specific purpose. As for why poison arrows would not be implemented for every civilisation, realise that the game is focussed on accuracy, and unless you can provide plausible evidence for their use amongst the desired factions, they will probably not be incorporated. 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 21, 2019 Report Share Posted February 21, 2019 I wish there was a way to add bonuses with a tech. For instance, "Steel Arrows" for Mauryans could give a bonus vs. cavalry and elephants, while "Poison Arrows" could make an additional bonus vs. infantry. Quote Link to comment Share on other sites More sharing options...
borg- Posted February 21, 2019 Author Report Share Posted February 21, 2019 (edited) 33 minutes ago, wowgetoffyourcellphone said: I wish there was a way to add bonuses with a tech. For instance, "Steel Arrows" for Mauryans could give a bonus vs. cavalry and elephants, while "Poison Arrows" could make an additional bonus vs. infantry. I think it can be done. Just set bonus value "0" and give + 1,2,3 etc.. with tech. Edited February 21, 2019 by borg- Quote Link to comment Share on other sites More sharing options...
borg- Posted February 21, 2019 Author Report Share Posted February 21, 2019 (edited) 1 hour ago, Thorfinn the Shallow Minded said: Understand that for a game that strives for historical accuracy, that the prevalence of incendiary arrows was far less so than popular culture suggests. There are rare instances, but even in these cases, they required specialised equipment and typically specialists for that specific purpose. As for why poison arrows would not be implemented for every civilisation, realise that the game is focussed on accuracy, and unless you can provide plausible evidence for their use amongst the desired factions, they will probably not be incorporated. Exactly. All the changes I made in my mod I always try to base historical. Exist historical evidence of maurian archers using poison arrows. Edited February 21, 2019 by borg- Quote Link to comment Share on other sites More sharing options...
sarcoma Posted February 21, 2019 Report Share Posted February 21, 2019 I think @gaiusalready implemented fire arrows in his mods, maybe like iberian javelins, but they are seriously op, nothing survives a large archer army. Quote Link to comment Share on other sites More sharing options...
borg- Posted February 22, 2019 Author Report Share Posted February 22, 2019 Guys, version 1.0.3 is available!!! 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 22, 2019 Report Share Posted February 22, 2019 On 2/20/2019 at 7:37 PM, borg- said: I think it can be done. Just set bonus value "0" and give + 1,2,3 etc.. with tech. I do not believe it is yet possible. You can't just adjust every component in the templates with a tech. Those effects have to be coded. Quote Link to comment Share on other sites More sharing options...
borg- Posted February 26, 2019 Author Report Share Posted February 26, 2019 Guys, what would you like to see in the next version? Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2019 Report Share Posted February 26, 2019 On 2/22/2019 at 10:57 PM, wowgetoffyourcellphone said: I do not believe it is yet possible. You can't just adjust every component in the templates with a tech. Those effects have to be coded. Yes you are right. However if you tell me, I can probably pull something off. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2019 Report Share Posted February 26, 2019 On 2/22/2019 at 10:57 PM, wowgetoffyourcellphone said: I do not believe it is yet possible. You can't just adjust every component in the templates with a tech. Those effects have to be coded. Yes you are right. However if you tell me, I can probably pull something off. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 26, 2019 Report Share Posted February 26, 2019 41 minutes ago, stanislas69 said: Yes you are right. However if you tell me, I can probably pull something off. Need to be able to adjust attack bonuses with techs. Since bonuses can be dynamically/arbitrarily named, the techs need to be able to adjust these dynamically arbitrarily named bonuses. Quote Link to comment Share on other sites More sharing options...
nani Posted February 27, 2019 Report Share Posted February 27, 2019 Make it Turing complete pls 1 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 1, 2019 Report Share Posted March 1, 2019 On 2/26/2019 at 10:59 PM, wowgetoffyourcellphone said: Need to be able to adjust attack bonuses with techs. Since bonuses can be dynamically/arbitrarily named, the techs need to be able to adjust these dynamically arbitrarily named bonuses. @borg- @wowgetoffyourcellphone There you go https://code.wildfiregames.com/D1782 1 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted March 1, 2019 Report Share Posted March 1, 2019 (edited) On 2/26/2019 at 9:49 PM, borg- said: Guys, what would you like to see in the next version? @borg- I would like some better design of civs, with gameplay styles, asymmetric balance and synergies. Also I think that instead of plain champions with better stats, would be cooler (and harder to balance) to have unique units, in the AoE sense. For example, for Iberians. All numbers subjected to change or balance: Spoiler Warfare general design: good heavy infantry (they used phalanx) and light infantry, very good light cavalry (Iberian peninsula as the land of horses). The ambusher and skirmisher trope, more relevant to Lusitanian, could be moved to the Britons. Bonus: - Starting bonus: eliminate the starting wall set, for a double capacity of garrison of towers. (they actually have +3, so +5) - Starting penalty: all controlled structures have a 20% less of loyalty, except CC and defensive buildings. - Unique building: Sacred monument: like now, give better stats to soldiers. But also gives an 45% of loyalty. Unique units: change the cav skirmisher to a foot skirmisher (if they ever used flaming javelins, the soldiers that carried them should have been on foot, right?). Swordsmen could have a faster movement but less armour and HP than other melee champs (or other traits), and the skirmishers maintain that extra siege attack. Both units get a better bonus of the sacred monument. - Unique tech 1: CC gets more capacity of garrisoning and then of shooting capacity. 2 phase - Unique tech 2: Faster or cheaper cavalry. 3 phase - Mercenaries*: Iberian could use some systems like the original designed and not implemented for Carthaginians (and they should have another one) They have like 4 civs to ally with them permanently. The alliance could give a minor unique tech for them, and each alliance would help cover one weakness of the civ, but mercenaries should be limited. Some ideas: - Greeks. Colony guard hoplite: it would give a very limited ability to create some spear champs, to have a better front line. A tech to improve the trade. - Carthaginians: Spearmen and archers (so it would cover the lack of archers in the roster). Ability to train a Carthaginian captain (a limited by one mini hero) that have a small aura. - Celts: Someheavy cavalry. Don't know about the tech - Romans: Legionaries and scorpio. Some siege or logistic (loyalty, building bonus or speed movement tech) Tech tree: Lack of both archers, elephants and only ram, like now. Maybe they could have restricted the cavalry armour techs. Intended gameplay Iberians could have an overall all rounded gameplay, but with a strong defensive flavor, based roughly on the concept that they builded Oppidums and Castros. Also is designed by the "unconquerable land" trop: a small town it's easy to conquer, but a larger population not at all Although they are more vulnerable with their penalty, at the second phase they have an instant bonus that makes them harder to conquer because the firepowers of towers, and later their CCs. In their third phase they even can improve above the average their loyalty, and also the fighters around the monuments (but only in a limited places, with a good reward to their enemies to destroy the statues). So, this bonus can be used in a turtle strategy, or also in a traditional expanding strategy to try to chock the enemy with improved CC and tower firepower. They have a normal army, but their cavalry lack armor, compensated by cheap or faster cavalry, to strike hard and where they want. Alhotugh weak on siege, skirmishers champs help to bring down buildings. *I like the idea of Delenda Est: the mercenaries could be 0 pop, but metal expensive and limited. Civs that they didn't use mercenaries, could use "allies" with the same function. *Free building restriction of storehouses could be nice Edited March 1, 2019 by av93 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 1, 2019 Report Share Posted March 1, 2019 For Iberians I would keep the walls but eliminate the gates (just have a gap). See DE for this. Quote Link to comment Share on other sites More sharing options...
borg- Posted March 1, 2019 Author Report Share Posted March 1, 2019 4 hours ago, av93 said: @borg- I would like some better design of civs, with gameplay styles, asymmetric balance and synergies. Also I think that instead of plain champions with better stats, would be cooler (and harder to balance) to have unique units, in the AoE sense. For example, for Iberians. All numbers subjected to change or balance: Hide contents Warfare general design: good heavy infantry (they used phalanx) and light infantry, very good light cavalry (Iberian peninsula as the land of horses). The ambusher and skirmisher trope, more relevant to Lusitanian, could be moved to the Britons. Bonus: - Starting bonus: eliminate the starting wall set, for a double capacity of garrison of towers. (they actually have +3, so +5) - Starting penalty: all controlled structures have a 20% less of loyalty, except CC and defensive buildings. - Unique building: Sacred monument: like now, give better stats to soldiers. But also gives an 45% of loyalty. Unique units: change the cav skirmisher to a foot skirmisher (if they ever used flaming javelins, the soldiers that carried them should have been on foot, right?). Swordsmen could have a faster movement but less armour and HP than other melee champs (or other traits), and the skirmishers maintain that extra siege attack. Both units get a better bonus of the sacred monument. - Unique tech 1: CC gets more capacity of garrisoning and then of shooting capacity. 2 phase - Unique tech 2: Faster or cheaper cavalry. 3 phase - Mercenaries*: Iberian could use some systems like the original designed and not implemented for Carthaginians (and they should have another one) They have like 4 civs to ally with them permanently. The alliance could give a minor unique tech for them, and each alliance would help cover one weakness of the civ, but mercenaries should be limited. Some ideas: - Greeks. Colony guard hoplite: it would give a very limited ability to create some spear champs, to have a better front line. A tech to improve the trade. - Carthaginians: Spearmen and archers (so it would cover the lack of archers in the roster). Ability to train a Carthaginian captain (a limited by one mini hero) that have a small aura. - Celts: Someheavy cavalry. Don't know about the tech - Romans: Legionaries and scorpio. Some siege or logistic (loyalty, building bonus or speed movement tech) Tech tree: Lack of both archers, elephants and only ram, like now. Maybe they could have restricted the cavalry armour techs. Intended gameplay Iberians could have an overall all rounded gameplay, but with a strong defensive flavor, based roughly on the concept that they builded Oppidums and Castros. Also is designed by the "unconquerable land" trop: a small town it's easy to conquer, but a larger population not at all Although they are more vulnerable with their penalty, at the second phase they have an instant bonus that makes them harder to conquer because the firepowers of towers, and later their CCs. In their third phase they even can improve above the average their loyalty, and also the fighters around the monuments (but only in a limited places, with a good reward to their enemies to destroy the statues). So, this bonus can be used in a turtle strategy, or also in a traditional expanding strategy to try to chock the enemy with improved CC and tower firepower. They have a normal army, but their cavalry lack armor, compensated by cheap or faster cavalry, to strike hard and where they want. Alhotugh weak on siege, skirmishers champs help to bring down buildings. *I like the idea of Delenda Est: the mercenaries could be 0 pop, but metal expensive and limited. Civs that they didn't use mercenaries, could use "allies" with the same function. *Free building restriction of storehouses could be nice I have done this gradually, there are new unique bonuses and also technologies and units. It takes a time, but it's in my planning to increase the diversity among civilizations. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 2, 2019 Report Share Posted March 2, 2019 6 hours ago, Glestul said: Excellent new version 1.0.3 Make more upgrades on everything Idea for new building, a bonfire. A bonfire would be building that would greatly increase line of sight and would slowly die out like fire ship. Line of sight would be like CC, and would last 3 min. Cost 200 wood and can be build on neutral and enemy territory. This would be useful if the common vision ranges were smaller. 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted March 2, 2019 Report Share Posted March 2, 2019 What makes this thing different from an outpost? Quote Link to comment Share on other sites More sharing options...
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