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Showing content with the highest reputation on 2013-12-21 in all areas

  1. I'm starting working on unit icons for Celts faction. Started with a sketch of spearman. What do you think?
    4 points
  2. If I may say so as an outsider, I think the buildings look fantastic, you Art guys are really doing a splendid job. Whats described as "cartoonish" here could perhaps really be the colors / contrast / saturation. Maybe some of the textures are too perfect and could use some muckiness, and others could get toned down a bit. But I really think it looks great. You certainly know better than me, just my 2cts.
    4 points
  3. With Alpha 15 nearly upon us, I started to think recently about ways to differentiate the gameplay for each faction. Not to just give bonuses and techs (although those are important), but to really change how each one plays compared to the others. I have a few ideas I would like to share (and a couple I have already implemented on my local copy of the developers version of the game). During our discussion here, I can add the more interesting and feasible and sensible ideas to the list. Athenians Technologies: Let's really leverage their Gymnasion. I'd like to give them a whole new interesting tech tree just there at the Gymnasion. I start to detail some cool stuff here, and continue adding ideas in this thread: http://www.wildfiregames.com/forum/index.php?showtopic=16631&p=273189 Ditto goes for their navy. I was thinking of giving their Docks a tech that unlocks ship repair when the ship is near the dock (basically right next to it). That's detailed in the link above as well. Britons War Dogs: I think it would be neat to have 2 different breeds of War Dogs available at the Kennel, Mastiff and Wolfhound. Each one would have different bonuses. Maybe you have to unlock one or the other. And perhaps the Britons start each match with a free Kennel. Carthaginians I think Carthage plays uniquely already, with their ethnic Embassies and their Naval Shipyard. How can we make the Naval Shipyard more interesting? Gauls Ideas? Iberians Implementing some kind of "Ambush" ability is key for these guys. They already get the free set of circuit walls at the start of the match. I think an Ambush ability would round them out nicely. The problem is making it useful and easy to use and not overcomplicating its use. The easiest way would be to just give Iberian units a large attack bonus vs. enemy units in column formation, so that when an enemy column is marching by, the Iberian player can attack its flanks and induce a lot of casualties. Harder would be to give a "real" ambush ability where the Iberian units become invisible to enemy players somehow until the trap is sprung. The key here would be to make it worthwhile for the Iberian player to use this ability at all, because while they are lying in wait for the enemy, they're not doing anything else useful. Also, flaming munitions, like javelins. Would be nice to be able unlock this and have enemy units or structures become engulfed in flames and steadily lose health for a period of time. Macedonians Macedonians could be our "baseline" civ where they're just a pretty good example of default gameplay. Except for the fact that they should get a Siege Workshop for all of their siege engines. Mauryans I think the Mauryans play uniquely already, with their large number of champions and abundance of elephant units, especially the Worker Elephant. Adding the "animal capture" feature as planned will really make these guys interesting (capturing Elephants and Horses to give training bonuses to elephant units and cavalry). Another idea is we can somehow include their caste system in the game. Persians These guys play differently already, with their Stables and Palace. Could maybe reduce their infantry health further and consequently add some more training speed techs to really turn them into the Zerglings originally envisioned. Ptolemies Military Settlements. In my local copy of the game I've made the Ptolemies start with a Civic Center as normal, but instead of building additional Civic Centers to expand, they build their Military Settlements instead. Military Settlements are then the Ptolemies' chief method of expansion. They are weaker than the main Civic Center and cast a smaller territory influence, but are cheaper and build faster. It means they can expand quicker, but their expansions are also more vulnerable. I also moved the Lighthouse to Town Phase to really make its desired bonus (lifting black map off all water) have an impact for the Ptolemy player. Romans They have the Army Camp, which is an interesting structure, as it can be built within enemy territory. Same goes for their Siege Walls. So, how can we make these things more useful and used more by good players? Marian Reforms: Can we include this somehow? Becomes available in City Phase and once researched all infantry turn into Marian Legionnaires (champion infantry)? Could we have the Romans start each map with a free Temple of Vesta and then give it some kind of bonus (like greatly increased unit and building stats around it)? Maybe then it is a game-loser for the Roman player if it is destroyed. Seleucids Hellenistic Reforms: I was thinking of giving the Seleucids a choice once they reach City Phase of unlocking a "Traditional Army" or "Reform Army." Each one would unlock different champions and techs. For instance: Traditional Army Agema PhalangiteScythe ChariotReform Army Romanized SwordsmanGreek CataphractThey also have Stables, like the Persians. So, overall, I think they'll be a nice unique faction. Spartans I think we should keep it simple with the Spartans. But maybe leverage their 3-tier cultural hierarchy (Peers -> Perioikoi -> Helots) somehow.
    1 point
  4. Aristea doesn't add any code, only art. (As far as I know) Though I see indeed some art related errors.
    1 point
  5. iirc the roman helmet is (or partially) celt.
    1 point
  6. The problem with having them walkable is that it needs to integrate with a other components. Like the pathfinder needs to know where the mesh is connected to the terrain, and what parts of the mesh that can be walked. The position component needs to know at which height the units are, to render them correctly. Both those components are quite big, and very performance sensitive (one added feature can easily multiply your lag).
    1 point
  7. Archers were such an ethically varied group of people in the Ptolemaic Empire. I don't think archers should represent only one group of people, but its not wrong either that Nubian archers were involved. Plus I kinda like the mercenary feel of buying them from the town center. If only I could play the game again.
    1 point
  8. If teams aren't equal, it's normally chosen in a way that the team with less players are considered better. Showing the sum of the scores is still a nice way to compare the teams. Good call, it should probably only be shown when teams are locked.
    1 point
  9. Well thank-you for listening and responding in anycase!
    1 point
  10. Dont look cartoony too me. looks really good if i may say so myself
    1 point
  11. I've already taken care of it, so I'm closing this topic
    1 point
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