This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.
Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.
Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
I just took the basic rulesets that were presented in the design document and compared them to the actual "game" that is present in A23. That is all. Even a blind person sees that they don't match. And just saying: Neither did I write the design doc nor did I do the balancing in the past. That was done by someone else from WFG. And to me it's pretty obvious that nobody cares anymore.
I pointed out some stuff to bring the design doc and the current game more in line. It's a fact that the current alpha contains a random mesh of different 200X era RTS game features (i.e. RoN borderlines and AoE II type resource and teching system) without any real coherent gameplay system behind that and it doesn't even remotely represent the design vision. It's the opposite to be precise.
Nobody needs an AoE clone at this point, especially not one that isn't even halfway as complex/well designed as the original game. The HD edition and soon-to-be-released DE editions on Steam are more than enough to please the audience of AoE type games.
The core game design is task of the developers. If they are not up to the task, they need someone else to work on this. The idea with having sub mod teams sounds good. However, idk how to make sure that multiple mods are worked on even if it's conceivable that one certain mod is prioritized over the others. Also, I fear that there might be the problem of limiting the manpower for the project even more, by splitting modders/programmers on different sub mods.
Worker affects only units with the `Worker` class and Citizen affects only units with the `Citizen` class; both are visible classes. Then there are also the non-visible `CitizenSoldier` and `FemaleCitizen` classes.
Different unit types can have different classes, e.g.:
`template_unit_cavalry.xml`: CitizenSoldier; Citizen
`template_unit_infantry.xml`: CitizenSoldier; Citizen, Worker
`template_unit_support_female_citizen.xml`: FemaleCitizen; Citizen, Worker
`template_unit_support_slave.xml`: Slave, Worker
I'm confused as to the differences in each of the classes, more on the units than the buildings.
For example: Worker and Citizen - How are they different?
Since I don't know how to dig through the source code, can anyone give me the link to find the info about these things?