Suggestion:
Make the Cartography automatically researched when a Market built up, because I am watching the streams and almost always everybody forget to researching it. (because it is free)
That would still ruin a lot of scenarios
They should just remember it, solved
would nice if you can add any new gunpowder unit
Hallo together, i saw a couple of videos from the nations cup, the first thing i attracted attention was the new size of trees, why did you scaling down them?
Well for Celts, they really only have good siege, and byzantine-quality paladins :?
Hehe, obviously. All these small things are exactly why it takes so long to make this. It all needs to be polished and look spick & span.One thing that I hope Cysion & co remembers is to update the in-game tech trees so that the new advantages (example: Korean fortifications built 25% faster) are noted, for the sake of completion and easy access to all the new information.
Only if graphics are available and if there would be a unique use for them. We thought about gun towers for a while (as a unique building for Japanese) but quickly disregarded the idea. There's 2 gun units on foot already, 1 on a horse, 2 (perhaps 3) on the seas, 1 in the siege shop and 1 as a building. That should about do it, unless you got some nice inspiration on moreAble- said:would nice if you can add any new gunpowder unit :D
Atm we made it affect all infantry, it's a better tech like that for sure, but resembles the Celtic bonus way too much. Switch the bonus to only Kamayuks/Eagles/(Slingers?) sounds more fun though.Aron-creazy said:i think that the Inca Unique Tech is really poor "10% speed to eagle warriors) perhaps the tech can affect too at Kamayuks.
The code that handles the techtrees is incredibly sloppy, that's why it's hard to fix them. In future videos, it will finally be fixed thoughUsic said:The Ingame techtrees look a bit... sloppy. From videos, I see an assload of Crowns when it zooms by the Castle, and I see Imperial Camels and Slingers X out for other civs, even though they're supposed to be UUs.
ExactlyCanuckerfan said:Small things like the tech tree (I've noticed the research icon for the Imperial Camel looks the same as the Heavy Camel tech) are being put on the back burner in place of things like balance and game mechanics. I'm sure they'll iron out the small details once the bigger issues are resolved.
They will be in the normal size. A lot of high level players just prefer to use a patch to shrink them. However, they will be big by default. Immersion is one of the big three keywords when it comes to game design for me =)UrbaneVirtuoso said:So, here's my questions: can tree size be toggled in-game? I dislike having them plant-sized since it hurts a lot of the immersion for me. :l
The "dropping men behind walls" feature kinda works, but it's not 100% waterproof. So currently they're a mix of chukonu and rams. Which honestly isn't good. For all I care, the unit might have to go. Or just be moved to the scenario editor.Secondly, what role do Siege Towers fill? I doubt they'll drop men behind walls (though would be dandy), and outside of fighting archers I don't see any long-term use.
That would be a good suggestion for RMS scripts. Imagine the ability to disable units and techs in random map games. Hello "maximum age" options, hello "no wall" maps and "screw your booming, no more TCs for you" :DSuggestion: Any way you can remove certain units for all civs on particular maps?
They will be in the normal size. A lot of high level players just prefer to use a patch to shrink them. However, they will be big by default. Immersion is one of the big three keywords when it comes to game design for me =)UrbaneVirtuoso said:So, here's my questions: can tree size be toggled in-game? I dislike having them plant-sized since it hurts a lot of the immersion for me. :l