I guess you can go delete the catafalque descriptions too.
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Jun 19 2020
Jun 18 2020
Why is background text just shoved out? Might as well throw random buffs everywhere since we don't shine any light on the reason.
I'm not sure what is going on here but hero auras could really use some uniqueness. I feel like everything is some sort of +% attack / +1 armour / movement seped which kinda makes it monotone and boring
May 5 2019
@relevant-people
May 4 2019
Is this thing still relevant?
Unnecessary and mundane changes.
Apr 14 2018
In D1400#59089, @temple wrote:You forgot to include the new files with the patch.
What about these comments?
Ptolemy IV needs a tooltip documenting the Juggernaut increase.
I want to keep this diff clean, but yes it should be done.
Add new files
Adjust Chandragupta and Seleucus
Remove changes already committed by temple.
Apr 12 2018
Some changes and modify the other xerxes template accordingly
Mar 21 2018
Mar 19 2018
I can change the Darius one to increase resource trickle rates and the territory influence but Alexander should influence libraries (historicity)
Mar 18 2018
I don't see why another alpha should ensure the continuation of such failure auras.
Some are useless and others are OP, the release should wait on this.
Mar 17 2018
So how about this?
Maybe we can just implement the ability and delay adding it into gameplay.
Mar 10 2018
In D1343#56323, @temple wrote:In D1343#56277, @Hannibal_Barca wrote:In D1343#56274, @temple wrote:
- I just noticed that the kush spearmen are different (lower armor, higher speed). Since they have unique axemen and clubmen (not to mention the pyramids and mercenary camps), I think those should be changed to be the same as other civs.
Unique traits, maybe keep them just for the variety?
My point is that Kushites already have plenty of variety. :) Players want consistency too, that a spearman is a spearman.
Mar 9 2018
Since elephants are champions they get affected too by the hero but usually people don't associate elephants with champions so it's better to write it out
In D1343#56274, @temple wrote:The patch has technical problems which I'll fix in commit.
Besides that,
- The nastasen_2 values need to match. Making the ships cost 200 instead of 180 and then using -50 and -25% would be fine.
Sure, 200 is good
Apedemak Temple now kush_temple
Added "Grand" in front of Amun name and changed it's icon (2 different buildings in different places of build list shouldnt share icon - laurel may not fit but it's better than nothing)
Max 1 Amun temple
Healer tech renamed to Divine Instruction (HP of Amun doesn't look good effecting Apedemak temples)
Mar 8 2018
Seems like this has been done thoroughly and efficiently.
Update to reflect the mercenary camp implementation.
In D1343#55962, @mimo wrote:I don't think anybody will ever want to build more than one amun temple (and even zero in most cases just because there is no room for it in most of our maps). And a pseudo-choice where you always choose the same output looks rather like an annoyance to me.
On the contrary, most of the regularly played maps do support such a size (assuming normal settings). Of course if you choose to play special scenario maps it might be different but then you just have to clear the brush first.
If as I said 2 useful techs are linked to the amun side not all players will choose Apedemak. Therefore if you want elite healers and the titulary thing you are forced to choose Amun.
Mar 7 2018
Forgot to add the new files, it's late in the day.
Add the pair tech for temples as we discussed.
Make the healer tech to depend on the right choice. We can't have High Priests of Amun trained all from Apedemak temples, this balances the choice between "normal" temples and those big things that cost 500 stone. (Could use 1 more tech, something that can be useful and pass under the title "Royal Titulary of Amun")
Somehow that didn't really work out, instead of 180 coming out then 150 again it became some ..9 number, probably that's why the cost increase was done like that by someone
Mar 5 2018
In D1343#55529, @Sundiata wrote:@Hannibal_Barca , sorry, to clarify, I'm fine with no techs for mercs...
I'm really not the balancing guy, but ideally axemen should perform well against swords, bad against spear and pikes. Swordsmen good against spear and pikes, bad against axe. But I guess that's not possible with the current system? What was wrong with the relatively higher crush damage for axe?
I would rather keep the unit name Clubman, clubs are more primitive than maces afaik.
@Sundiata
Mar 3 2018
In D1343#55370, @Sundiata wrote:@Hannibal_Barca The reason behind the Blemmye camel merc is that Blemmye formed the Eastern section of Kush (the Eastern desert people, Beja). Without them, there would be no Blemmye at all, which would make the Kushites feel a little less like Kush... Civ unit rosters need to be based on historically relevant military units as far as I understand. It doesn't matter that there are similar types of units. If they're "useless", people won't use them (much) in MP (which makes it a non-issue to begin with IMO), and most people enjoy SP, and the choice of a historically accurate variety of units regardless of their exact stats...
There are already a large number of compromises for gameplay considerations, like the lack of at least two more Blemmye units (camel lancer, infantry swordsman), a number of infantry units (Nubian Axemen), and even chariots. Same goes for buildings like shrines, kiosks and statues which could all have interesting game-play applications, but alas.
Mar 2 2018
Clubmen attack stats adjusted, pikemen reinstated to the Town Phase.
Barracks cost 150 wood and stone
Nastasen and Arakamani icons swapped
Feb 28 2018
In D1343#54980, @elexis wrote:
- Clubmen 5 crush armor totally OP, I'd prefer 1.5 if slingers have 1
- Someone fix the cav / ele hero icon pls
Feb 27 2018
It makes them weaker vs. citizen soldiers and this way if the player wants to spam champions that are effective against a citizen-soldier army then (s)he can either do these (weaker), do ATG (costly temple) or do fort champions
Making them weaker doesn't mean making one of their units worse than their other alternative, worse than their counterparts in other civs
Although it is open to discussion and maybe -1 pierce armor for 1.5x multiplier could be considered (ranged units are more common than melee)
Feb 7 2018
Seemingly a misunderstanding.
Feb 6 2018
Very promising but I don't think that Ctrl + Alt + C = formation type and then right away Ctrl + Alt + D = stance type is good. Confuses people who expect them to be related.
How about numbers for stances?
Feb 4 2018
In D1277#52141, @elexis wrote:
- volcanoes ---------------[ 1-2 max ]
- bridge actors --------------[ bit weird for ships, units can't cross either ]
- chain placed player islands ---------------[ good ]
- less regular island distances -------------[ good ]
- no space to build ccs? -------------[ it's fine, there will be the same number of large islands as the players anyway, their job is to locate them and clear the forests to build (or if lucky build on a smaller cc)]
- broken hut actors ------------[ ok ]
- add 3rd dimension? bluff-like elevation? ----------[ ok ]
- underwater bumps like corsica, aegean----------------------[sure]
- whale, shark----------------------[sure]
- (sea-gulls in case we had models?)----------------------[sure]
- possibly more mines ----------[ needed ]
- U-shaped islands ----------------[ good to have]
- some shorelines should be longer than 1-2 tiles----------------------[sure]
- few cliff areas at the shore were good----------------------[sure]
- should look through atlas list for random actors (shipwreck at most 1 per map)----------------------[sure]
Feb 3 2018
Jan 31 2018
No arctic foxes in scythia
Jan 18 2018
Sep 15 2017
I agree with some of the previous comments.
Myself, I don't believe that cavalry should be removed from the Civic Centre training list.
"Several mods" might be stretching the truth a bit thin as that basically means 2. (2 is not several)
Sep 14 2017
As for forests, sure
And as can be seem on the first screenshot, dust has been added. I didn't want them too common, that's all
I'd prefer a gaia-free map this time.
After minute 15 lets say every 2 seconds a random unit dies.
If its not enough you could make units in the swamp itself lose a small amount of hp/s
No amok asian elephants please
Sep 13 2017
Sep 9 2017
Sep 7 2017
Sep 2 2017
Anyway as its otherwise good and working, I accept this as long as the mentioned problem is addressed.
"Description": "This biome is a variant of the Temperate biome and features a warm, inviting and colourful environment. Fallen leaves carpet the ground and make this a truly amazing place to play at."
Jul 2 2017
Jun 13 2017
May 24 2017
Quick scan only, check for further typos
Agree with @fatherbushido , rabbits should be unrewarding and hard to kill.
If only 1 map can be chosen, make it this one.
Nice, thank you very much!
May 22 2017
Thank you for fixing map up, works and looks very nice.
May 18 2017
Works and doesn't seem too "noisy".
May 14 2017
You were trolling with your comments too and now you get upset. Well all I can say is that although you are a nice guy you take things the wrong way and are inconsiderate towards other peoples' feelings.
In D488#19887, @fatherbushido wrote:In D488#19886, @Hannibal_Barca wrote:Siege towers are so useless at the moment
Indeed I don't use them to wash my car.
Can change names like (Catapult Siege Tower) and (Ballistae Siege Tower). Also they use not arrows but bolts, I just found current "arrow" models more fitting than the torpedo like "bolts".
This isn't messy, just added a template that's all. Siege towers are so useless at the moment and this change is both realistic and fun.
Change default projectiles to 1 instead of 0. (so that you don't get an empty piece of wood after spending 500 wood and 300 metal)
May 13 2017
May 11 2017
Created a phase 3 tech that makes mercenaries cost 50% more and adds an extra 25% over phase 2 tech. In exchange, they will be trained right away at elite rank.
This tech will only be good in mid-late phase when enemy does so many champs that advanced units won't have a chance to level up and thus no chance vs. champions.
Test this tech and see.
Created new icons for both techs.
May 10 2017
May 9 2017
May 8 2017
Tested it and it works.
However, I really don't see the need of removing this extra, albeit not legitimate resource of the lobby moderators.
Since you can't type damaging characters using 0 A.D. itself, this should not be a serious problem.
Great, very nice indeed. Actually I would take this one step further and create a Phase III tech.
This tech would cost 500 metal to train mercenaries as elite soldiers. Since it's only available in Phase III and costs a considerable amount of metal that could be spent on upgrades or champions, I think it wouldn't be OP. Also it would help take off the emphasis on champions - basically the only spam-able thing that has a good kill ratio (low pop).
This would buff Carthage a lot (currently considered the worst civ) and make Ptolemies one of the best civs.
May 7 2017
Perhaps you'd want to take a look at these suggestions @Grugnas .
Changed garrison aura to something better-sounding.
May 1 2017
Comparing something proposed with the top is never a good idea, its just like comparing a brit cc to a spartan one.
Iberians are very very very good at defence, having strong buildings and monuments.
Lets take something mediocre-bad for example: Carthage
Carthaginians got those wonderful spear champs we love so much. Even with the great and glorious @Hannibal_Barca as their hero they will be absolutely massacred by the stronger, cheaper, faster training sword champions. Remember +20% bonus for carthage but +2 attack for iberia, although +2 is worse the swords will still win due to attack rate, also will get reinforcements faster.
Changed name to Botswanan Haven
In my opinion 15% less resources is way too drastic and op. While you may argue that Iberians have no attack boosting hero (and it should stay like that), keep in mind that they field sword infantry (best melee infantry against non-cavalry) and also have the benefit of a special blacksmith upgrade for these swords (+2 attack). In defence Iberians are superior due to their Revered Monument. Adding a 15% cost bonus and 20% train bonus to this would make them not only the best civilization at sea but on land also. Players could "spam" sword champions at a cost of 106food, 64 wood and 85 metal and a rate of 24 seconds (usually faster due to batch training).
Summary: While this aura could be heading along the right lines towards a usable and fun aura, in my opinion it should be a little tuned down to proper proportions.