Modders dream is having ingame slots for new units graphics civis and much more so they csn add stuff.but we all know that will never happen.
Some blanks “Local_Technologies” for custom usage. Basically the local_techs are the thing used by the Macedonian fortified outpost to developpe tech that are not for all the building but only the one researching it.
I’ve not yet tested the limits of this mechanics, but I’m pretty sure we’d benefit from having like 30 blank_local_tech added to the game so designer can add that to their content to enhance their scenarios.
Here’s the weirdest feature I want. I want to be able to turn a unit into a building so it can function as a mobile unit that can make units out of itsef.
I would like to see more alternatives for road surfacing—cobblestones, for example. The only currently available road surface looks too clean, and the gravel/paving option doesn’t look particularly realistic either.
As I am currently working on my Teutonic Order scenario, the idea occurred to me that amber could serve as an additional gold-generating resource. I’ve experimented with representing it using the oysters that are already present in the game.
We need trade carts which carry silk/cloth, metals/iron, pottery, salt, spices, carpets, weapons, beer/wine/ale, food supplies/cheese/meat/fruit/grain, timber, furs, amber, etc. And more editor items which could be placed to represent these items. I have some editor units which can be used but need carts to represent these.
Amphibious Crocodiles !
Giant Turtle for beaches.
Unlit Torches variant of the Viking Sagas new Torches.
Unlit Cmapfire, but I think this one already exist ?
More Moss/Snow rock variants, with also Cave versions.
Sharks ? Did I already suggest them ?
The long hairy cow variant with big hornes, the one that they add to AoE4 with the scotts.
DIAGONAL BRIDGES PLIZ <3
More bridges segment variants, there is at leat one bruidge type that doesn’t have the 1x1 1x2 etc versions.
Bells mounted on poles.
Short waterfall, for river-usage with less violent flow animation. (with also the corner version as recently added with last chieftain)
Short cliffs official implementation.
Metal ore spot variant, Copper, Silver, Tin. (with just lower gold quantity on them, as currently all metals are represented by their “gold value” in the game.. I’m pretty sure I saw a Silver mine node someday in the game, but it was maybe with Chivalry or Forgotten mod back in the TC / HD version)
Stone vspot variant, clay, sandstone, limestone, etc. (with different quantity value to represent the hardness of the stone, soft one would have less quantity because they tend to break on mining easily)
Editor Ready Tree variant with different quantity based on their wood type. (Soft wood with less quantity, hard wood with higher quantity, goal is to be able to easily design some maps with regional roleplay resource equivalent, like some huntable have less food per unit, why not also the same for other resources ?)
Bird nests.(with variant by rotating the object)
More Signs, with different languages text variants or symboles or wood design what so ever, signs are cool we need more of them.
Roads variant for other stone colors, paved versions, orange brick road, etc.
Wave spots to enhance water look design.
Clouds, movable and fixe versions !
Thunder storm too !
Feudal age sprite for all architecture siege workshop.
Feudal age sprite for trade workshop.
All architecture “Capitainerie” sprite to apply to all non chroncile civ shipyard building.
More angles for all existing flags <3
Ox with the machine used to prepare the land-plot in order to put seed in the dirt for it to become a farm later.
More wells, civ related versions.
Angry villagers with torchs and forks to do a remake of Shrek 1 movie.
Fruit treers, apple, pears, etc. (maybe I already suggested that ?)
More water-rocks variants.
Sulfur pits.
Some wodden spikes like in Return of Rome editor, those taken fro mthe bottom of AoE1 watch tower.
Sails making spots, some poles with sails prepared on the ground before beeing added to ships, could be a cool feature to design some shipyard facilities.
water-mill wood cutting saw building.
Stone cutting building.
There are virtually endless possibilities for purely scenario-based assets: butcher shops, bakeries, taverns, guild halls, various workshops (beyond just the smithy), mints, and so on. In principle, almost all the buildings from *The Settlers* series that are currently missing could be incorporated into the game as eye candy scenario objects. This would allow those interested to design their own medieval world without affecting the core gameplay.
However, I fear that this would simply require too much effort from the developers—effort that wouldn’t really pay for itself.
Still, without a doubt, I would absolutely love it.
First step is regional villagers. They could do it for Chronicles, can be done for the rest, 7-8 variations. For Queens too. And a Bishop/Pope unit. Also bulls as a actual herdable that caan attack if you control it. And town units. Drummer, trumpeter, flag carrier, and jester. Fighting Asian monk(Sohei).
Wont these block your ingame view?
Not if semi trnasparent, the game handles that, it’s like big birds with semi opaque shapes with move_damage tasks ![]()
I’m so impatient for that day <3
I mean, villagers have so many animation style, axe, pickaxe, gathering bag, gathering knife, melee, ranged, fishnet, sheep gatherer… Now imagine that with bamboo hats variant like the model from the trade cart…
That’s gonna be epic !
While working on the Teutonic Order scenario, it occurred to me how cool it would be if heavily armored units (such as knights, etc.) moved more slowly through bogs and swampy terrain than “light” infantry units. I’ve managed to find a workaround using triggers, but this would actually be a sensible feature for the game in general.
Hell no,this game lasted this long because it was simple.
I don’t believe it would pose a massive or unpredictable problem if heavily armored units—cavalry in particular—were to move more slowly across swampy terrain. At most, it would simply introduce a few new counter-play options on certain maps. I don’t think that would overwhelm anyone. If even this is considered “too complicated,” then they might as well have just let units walk across water.
In general, I have rarely seen a gaming community that portrays itself as being so inflexible and supposedly resistant to learning. I strongly doubt that people are actually anywhere near that extreme. It is normal in any game for long-time players to be critical of changes, but here in AoE2, I find it to be quite extreme at times.
Same gang/cabal who oppose regional unit skins…blaming them for hard to read issues, etc.
Yes flag carrier for all the civilization because now we a rally point flag for all the the civilizations.
Also Flag post for all the civilizations.
They should correct some of the hero skins with new skins too.some stuff on top of my head.
Foot prithiviraj Puru UU skin.
Scythian wild woman with mongol or viking monk skin.
Scythian scout to scythian axe cavalry.
Female jadwiga a queen skin.
Archer of the eyes composit bowman,not ideal but certainty better than a French 15th xbow unit.
All units using frankish paladin who are not 15th century french people should not have this at all.
Yes, and hippos, too. Unused graphics imply that the AoE1 devs actually planned amphibious 'gators.
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The Snake has shown that amphibious units with distinct water-based graphics work.
