real_tabasco_sauce Posted January 30, 2023 Author Report Share Posted January 30, 2023 (edited) it works out very well for persians. Look how the order is the same, so each upgrade is beneath the unit. Edited January 30, 2023 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted January 30, 2023 Author Report Share Posted January 30, 2023 (edited) I figured I would make a new zip file for the mod in case anyone wants to give it a try with the new changes. It is just copied from my community mod branch, so there are a lot of extra files in there. UnitSpecUpgrades.zip Edited January 30, 2023 by real_tabasco_sauce Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted January 30, 2023 Author Report Share Posted January 30, 2023 38 minutes ago, real_tabasco_sauce said: I figured I would make a new zip file for the mod in case anyone wants to give it a try with the new changes. It is just copied from my community mod branch, so there are a lot of extra files in there. UnitSpecUpgrades.zip 2 MB · 2 downloads I accidentally gave han the sword upgrade, even thought they don't have swordsmen. Let me know if you see something else like this in the mod. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 30, 2023 Report Share Posted January 30, 2023 17 hours ago, real_tabasco_sauce said: @wowgetoffyourcellphone Just reordering works pretty well for civs without mercs and fewer champs: Yeah it's better, still not as good if they were moved to the 2nd row Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 1, 2023 Report Share Posted February 1, 2023 (edited) I was thinking scouting could look more like this or maybe reuse cartography.png Edited February 1, 2023 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 1, 2023 Report Share Posted February 1, 2023 On 29/01/2023 at 7:25 PM, real_tabasco_sauce said: UnitSpecUpgrades.zip 2 MB · 3 downloads 2000+ files seems a bit excessive. lol 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 1, 2023 Author Report Share Posted February 1, 2023 1 hour ago, wowgetoffyourcellphone said: 2000+ files seems a bit excessive. lol yes, it was rather lazily assembled from my community mod branch. I figured interest would be small and that most would rather wait for possible inclusion in the community mod anyway. I don't recommend using this and the community mod together. 1 hour ago, wowgetoffyourcellphone said: Ooo this is nice. Yeah, I would rather use that than the campfire. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 1, 2023 Report Share Posted February 1, 2023 1 minute ago, real_tabasco_sauce said: Ooo this is nice. Yeah, I would rather use that than the campfire. Can't use it. It's just an example. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 1, 2023 Author Report Share Posted February 1, 2023 24 minutes ago, wowgetoffyourcellphone said: Can't use it. It's just an example. Ah i see. Well, I think the campfire is not that bad to be honest. Maybe instead I could call it "scouting parties" with the campfire signifying the group resting briefly. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 2, 2023 Author Report Share Posted February 2, 2023 What do people think of the prices? 100f,w,m for town phase upgrades and 200 f,w,m for city phase? Obviously some will be more valuable than others depending on the civ, but is 300 and 600 resources total too much? My worry is that the price will make them unused by comparison to the blacksmith upgrades. That being said, they shouldn't be so cheap that you can quickly pick them all up, the idea is to "tech into" a certain unit type and afford to switch to another depending on your opponents strategy. Quote Link to comment Share on other sites More sharing options...
AIEND Posted February 2, 2023 Report Share Posted February 2, 2023 I think we need to add such a technology to range soldiers, of course, the premise is that we have to weaken their firepower, or further strengthen the melee soldiers, so as not to kill them all before they can get close to the range soldiers. 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 5, 2023 Author Report Share Posted February 5, 2023 On 02/02/2023 at 11:04 AM, real_tabasco_sauce said: 100f,w,m for town phase upgrades and 200 f,w,m for city phase? Again, any feedback on prices? Maybe this part doesn't matter so much at the moment, perhaps we could just adjust prices as needed for balance. Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted February 5, 2023 Report Share Posted February 5, 2023 I would like the price high enough so that people don’t just mindlessly click all of them without considering which ones they want. On another hand we want the price to be low enough to justify the purchase. Perhaps adding 50 metal to the first series and 100 metal to the second series would put them in that range. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 6, 2023 Report Share Posted February 6, 2023 For prices, I personally hate 3 and 4 resource costs for anything, including techs. Dilutes what each resource is supposed to be for, but that's just an overall philosophy, not a critique of these specific techs. Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted February 6, 2023 Report Share Posted February 6, 2023 I am thinking the prices will probably see changes based on how powerful each individual tech or what makes sense. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 6, 2023 Author Report Share Posted February 6, 2023 (edited) 6 hours ago, wowgetoffyourcellphone said: For prices, I personally hate 3 and 4 resource costs for anything, including techs. Dilutes what each resource is supposed to be for, but that's just an overall philosophy, not a critique of these specific techs. I see what you mean, but it would also be weird to have prices too divided. (metal for techs, stone for buildings, food/wood for units would be the other extreme). The main thing with these upgrades is that they shouldn't be too easy or hard to get compared to forge techs, and they should be accessible alongside forge techs. If they cost too much wood/metal, then they become mutually exclusive with forge techs. Thats why a portion of it is food. I think if one of the three should be dropped, it should be wood, what do you think? Something like this: tier 1: 75 food, 125 metal tier 2: 150 food, 250 metal Edited February 6, 2023 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 6, 2023 Report Share Posted February 6, 2023 11 hours ago, real_tabasco_sauce said: metal for techs, stone for buildings, food/wood for units would be the other extreme I mean, this is a very logical division and not extreme at all. Though, I'd diversify it a bit and go: Basic Buildings = Wood Military/Defensive Buildings = Wood+Stone/Stone Special Buildings and Civic Centers = (Depends) Stone+Metal General Techs = Metal+ 1 other res Blacksmith Techs = Metal+Wood Health/Temple Techs = Food+Metal All Meaty land units = Food+Wood/Food+Metal All Siege units = Wood+Metal All Naval units = Food+Wood 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 6, 2023 Author Report Share Posted February 6, 2023 2 hours ago, wowgetoffyourcellphone said: Basic Buildings = Wood Military/Defensive Buildings = Wood+Stone/Stone Special Buildings and Civic Centers = (Depends) Stone+Metal General Techs = Metal+ 1 other res Blacksmith Techs = Metal+Wood Health/Temple Techs = Food+Metal All Meaty land units = Food+Wood/Food+Metal All Siege units = Wood+Metal All Naval units = Food+Wood In my opinion, this a little too dumbed down, I appreciate more nuanced prices that we currently have, and I think 3 resources in a technology can be ok, depending. If all siege units were wood metal, it would be a little too easy to quickly switch from using rams to catapults. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 6, 2023 Report Share Posted February 6, 2023 (edited) What you call dumbed down, I call consistent. Edited February 6, 2023 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 7, 2023 Report Share Posted February 7, 2023 On 01/02/2023 at 11:07 AM, real_tabasco_sauce said: yes, it was rather lazily assembled from my community mod branch. I figured interest would be small and that most would rather wait for possible inclusion in the community mod anyway. I don't recommend using this and the community mod together. Ooo this is nice. Yeah, I would rather use that than the campfire. the problem of using copyright, huh? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 7, 2023 Report Share Posted February 7, 2023 On 02/02/2023 at 1:16 PM, AIEND said: I think we need to add such a technology to range soldiers, of course, the premise is that we have to weaken their firepower, or further strengthen the melee soldiers, so as not to kill them all before they can get close to the range soldiers. I liked, sometimes it would be nice to add techs to the arsenal (blacksmith) just to buff classes and not all units at once. Quote Link to comment Share on other sites More sharing options...
AIEND Posted February 7, 2023 Report Share Posted February 7, 2023 2 小时前,Lion.Kanzen 说: 我喜欢,有时将技术添加到武器库(铁匠)只是为了增强类而不是同时增强所有单位会很好。 More often than not, refining the enhancements to different units means enhancing skills rather than weapons, and these technologies should be dispersed in the buildings where these units are trained, rather than in the blacksmith. 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 7, 2023 Report Share Posted February 7, 2023 6 hours ago, Lion.Kanzen said: the problem of using copyright, huh? The campfire was found on gameart.org and is cc0. 6 hours ago, Lion.Kanzen said: I liked, sometimes it would be nice to add techs to the arsenal (blacksmith) just to buff classes and not all units at once. Indeed, not only do I dislike most of the techs requiring 3-4 resources, I also dislike the techs being so broadly applied (unfocused). It's like we're afraid of making the player deal with the consequences of their tech decisions. These new techs go far to addressing that. 3 hours ago, AIEND said: More often than not, refining the enhancements to different units means enhancing skills rather than weapons, and these technologies should be dispersed in the buildings where these units are trained, rather than in the blacksmith. Agreed. Blacksmith can be broad, with a few more-focused civ-special techs, while the "barracks" techs can be focused on individual unit classes. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted February 7, 2023 Report Share Posted February 7, 2023 (edited) Generally speaking, it would be nice to standardize some things, like: 1 civ-specific blacksmith tech for each civ. 1 civ-specific tech for each civ at the Civic Center. 1 at the Temple. 2 at the Fortress or Champion Building. And then 1-2 wild card techs for each civ placed in any building (I can imagine 1 or 2 special techs placed in the Dock for the Athenians and the Shipyard for the Carthaginians, for example). I wouldn't count any of the new unit-specific techs in this thread as civ-specific, since they are given to all civs with those classes of units. They are class-specific, not civ-specific. Edited February 7, 2023 by wowgetoffyourcellphone 3 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted February 7, 2023 Author Report Share Posted February 7, 2023 (edited) 8 hours ago, Lion.Kanzen said: I liked, sometimes it would be nice to add techs to the arsenal (blacksmith) just to buff classes and not all units at once. Yeah thats what I have done here, except they are in the barracks/stable. In the forge, these would be very crowded, while in production buildings, they are less crowded and their association with each unit class is clear. Edited February 7, 2023 by real_tabasco_sauce 1 Quote Link to comment Share on other sites More sharing options...
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