Jump to content

Thorfinn the Shallow Minded

Community Members
  • Content Count

    797
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Thorfinn the Shallow Minded

  1. So just to start off, I'd say that a lot of these ideas are great, but adding complexity does a number of things. Probably the most notable one is that it increases the skill cap of the game, which is critical in the RTS genre. Some games are more economically focussed (usually city-builders) while others are more combat based (Company of Heroes comes to mind). In short, each feature should do the following: make the game more in depth without requiring a significant strain on a player's attention. I'd say that the idea of a food being automatically used up by existing units would be a great option. It could provide a much more interesting way for how people would spend that resource since a raid could quickly cut off that source. Roads I think would be a fantastic option. I doubt that many expert players would use them, but that would definitely allow for players who enjoy base-building to have a much more enjoyable time.
  2. Here are some more general points I'd like to give for your design, Lion. Focus on contrast that brings out the direction of the lighting. All too often it feels like the darks are not dark enough; that kind of shading is crucial to making facial features pop out. Next of all, I'd say that your faces look good. Unfortunately good is problematic since the small irregularities that do exist seem even worse because of that (Think of the uncanny valley.). Sadly, there's not an easy fix for getting the placement of facial features right aside from meticulous practice. I haven't really applied myself to any significant degree on Illustrator or other graphic design programs to demonstrate, but a useful trick I've done is figure drawing. Spend different intervals of time trying to draw different poses of people, and the insight you can get from just a couple hours of practice is surprising. Best of luck.
  3. i really like what's going on with the picture thus so far, Stan. My one general suggestion I'd offer is more irregularities. The stubble for instance would seem more plausible with variation on density. Currently the facial hair has practically no fading before going to the part with no stubble. Unless he is trimming this stubble in a particular way, I've found that men have the most density right around the goatee area. From there it gets a lot more patchy especially leading out to the extremities. Aside from that, I would like to see a lot more small flaws. It could be small scars, wrinkles, freckles, the list goes on. Granted, that's just my non-expert opinion, but again, I think that the work looks great regardless of whether any of those suggestions get implemented.
  4. Then again there were raven scouts in Age of Mythology...
  5. The flaw with the Briton team bonus lies in the healer. Healers alone are simply purposeless unless there is a secondary purpose provided. I personally wouldn't be against the idea of them converting units, but I'm sure that alternate options; priests served many roles that could be represented such as a simple aura that improves attack or improves gathering speed. The list goes on.
  6. Strictly speaking siege weapons tended to be just built on site. I'd recommend just to have a unit that is trainable called the sapper. It would be vulnerable to melee attack but would itself have a decent building attack along with a much more important role of being able to construct siege engines.
  7. As a proposal for those interested in making one, I'd recommend making it based on the greek letter ψ. It has the advantage of looking like a fork and being classy as well.
  8. What I want to see is a logo. I looked around the internet for 'epic forks' yet found nothing satisfactory for meme purposes here. That needs to change.
  9. Do you think that forests of a particular density should be impassable? One of the things that does bother me about 0 A.D. map design is the complete lack of proper chokepoints, and this would do a good job of changing that. Perhaps there could also be a middle ground. Some units like skirmishers could move through them, but most would be unable to do so. On the other hand maybe cavalry could be the only ones. Thoughts?
  10. By and large I like a lot of these changes done. They're minor, but a lot of them are quality of life things that definitely seem like they should have been implemented. I was wondering though if there would be a way to have people working at an economic task could have a different movement rate when they are armed. I feel like that would be the ideal option; coding it might be admittedly difficult though.
  11. Age of Empires was never meant to be played indefinitely; matches tend to last 20-70 minutes depending on players. Running out of wood rarely the decisive issue when things like gold and stone deplete much faster. You're clearly looking for something else in single player that can't be found in Age of Empires.
  12. I don't really follow your critique of Guns, Germs, and Steel, Sundiata. Simply speaking, the book explains the decisiveness of particular technological advancements that allowed for europeans to defeat significantly larger forces in battle and effectively subjugate empires that were sophisticated on their own right and then explains a lot of the factors required to develop such advancements. The topic is straightforward, and the author doesn't diverge. There were impressive advancements to be found in the Americas that are worth study, but those were largely unrelated to the thesis and were not addressed. How is this a problem concerning historiography is baffling to me.
  13. I think that it would be fair to point out that the armour that the Metatron is referring to is post-Marian reform. The point being that soldiers at that time were provided with their own arms due to their being professionals. Pre-Marian legionnaires would have supplied themselves with helmets and the like, meaning that it would be unlikely that there was one single kind of way to identify a centurion.
  14. There was a proposal a while ago to make walls be a matter of making a circuit around a selected Civic Centre with the press of a button. This would make the walls be able to get away with being directional without the aforementioned problem. Obviously this restricts the player's ability to use walls compared to Age of Empires and was probably scrapped for that reason. That's not to say that someone couldn't mod that sort of thing into the game though...
  15. Not to say that this justifies that choice, but Age of Empires III lacked blood.
  16. I definitely wouldn't be surprised if they went a bit too far with the nerf. Usually that's the way balance patches work.
  17. Saw that game too. Not every day you see Viper that far on the back foot. All said though, it's not surprising with Steppe Lancers. When Rise of the Rajas came out, Vietnamese were overpowered, and Malay were dominant on water-maps. Apparently the developers are going to be hitting that unit pretty hard in an upcoming patch. These are a list of the alleged changes coming up: Gold cost from 30 to 45 Attack speed lower Movement speed lower -2 attack on both normal and elite These changes will make them only 25 resources cheaper than knights but with two less attack. Add to that fact that their attack speed was already a bit slower than the knight's, and their movement rate will probably be at least the same as the knight now, and the result should be a good deal less effective. Time, however, will only tell.
  18. Here's a clearer outline of one of the factions I proposed: Placeholder Name: Nomads (or Horde) Lore: Earth gradually dwindled itself of resources, and humanity had to leave, but all attempts to terraform planets proved expensive and resulted in failure. Instead, the people who survived of the human race did so through intense genetic engineering. Now they roam from planet to planet, taking the resources before finding a new target. The few that remain unaltered humans are the elite, commanding their thralls from the comfort of small habitats suitable for the true remnants of the human race. Bonuses: Nomadic: All buildings are mobile, but there are limits to how many can be built. Training units and researching technology can still be done in a moving structure at the cost of increased time. Scavengers: Resources are gathered faster but are diminished at an even faster rate. Units and Buildings: Cloning Facility: Produces Workers. Worker: Primary economic unit. Collects resources faster than others. Barracks: Produces Scavenger and Grunt. Most weapon upgrades available here. Scavenger: Infantry unit that is able to gather resources like the worker but at a much slower rate. Good cannon-fodder. Grunt: Infantry reinforced with an exoskeleton. Slower than Scavenger but much beefier. Recon Centre: Produces Angel, Scout, and Dragoon. Requires Genetic Engineering Lab and Barracks. Angel: Fast unit capable of flying short distances. Scout: Unit capable of camouflaging. Has a strong sneak attack that reveals it. Slower when cloaked. Dragoon: Cavalry unit that is fastest unit available to the Nomads. Possibly can attack while moving. Emplacement: Self-propelled artillery battery that can also train Sappers. Sapper: Suicide unit does explosion damage when attacking. Genetic Engineering Lab: Area where most technologies that unlock units and provide improvements to existent traits of units. Glider: Unit that can be built that transports units. Not a fast unit, but one that allows for creative attack angles. That's a general template of what I've got. One of the reasons I would say there is some merit to this race is that it would allow for a Starcraft-like faction to exist without just a copy-and-paste of Terran, Protoss, and Zerg. I tried to make for some interesting mechanics that fit with the thematic picture I'm also trying to portray.
  19. Thoughts on buildings: it would be nice for them to move. I see one faction as a nomadic one that is used to exploiting the resources on a planet and then leaving. One of their strengths could be fast but inefficient collection of resources. Their buildings can move, maintaining things like unit production during that time, but if they are idle they can move significantly faster. Some structures could perhaps be even considered more like self-propelled artillery. A huge downside could be a hard cap on how many of each type of structure they could make. Probably they could have a variety of means of transporting troops such as a quick air transport. They would be probably the best faction when it comes to raiding and choosing fights well. Another one could perhaps emphasise buildings that tend to be stationary, but for a nominal cost, they could be teleported to a different location. Their units could be built around providing a variety of bonuses to each other such as movement speed and improved range, making various unit combinations and positioning crucial to effective play-styles. A last faction could maybe have free buildings. These would emerge from the ground usually at a slow rate. The general downside is that typically only a finite number of buildings can be built simultaneously. Perhaps the structures could also have lower hp than others but on the other hand benefit from regenerating hp and some providing healing to surrounding units. Most of their units would tend to be slow, but there could also be faster ones that lose hp at a steady rate. Basically I'm thinking something like space ents. If any of these sound cool, I could try fleshing them out.
  20. I would actually contend with the idea of that that type of lance would require a two hand grip. All of the images you posted lack one critical detail, the massive counterweight. Also, none of those seem to be from the successor kingdoms. Furthermore, the Alexander Mosaic clearly shows Alexander holding a lance of comparable length with one hand. That work is considered to have been a copy of a Hellenistic painting, making a valid piece of contemporary evidence for that kind of fighting style.
  21. Introducing the elephant tower, a mobile building that also functions as a dropsite.
  22. It's rather interesting talking about attack rates of archers since I was just thinking about that. A major difficulty in tackling the issue is that there is little concrete evidence other than one person stating that they can loose arrows from a specific draw weight. An archer might be able to according to a few estimates, shoot 15 arrows in a minute, which I'd say would be viable from a gameplay perspective. I'd say the point that should be for how they would maximise effectiveness is in attacking unarmored combatants; most arrow wounds during the Middle Ages were facial, i.e. the soldier had their visor raised at the time the volley was coming. Obviously there were differences in technology then compared to in the ancient times, but I'd say the point still has some significance.
  23. I think that when considering the addition of a day night cycle, the primary basis for it is graphical. Age of Mythology sort of had one with the way Eclipse god power and Fimblewinter god powers worked. One of the ways that having that really worked for the game was since there were lots of particle effects to enjoy during them. Most non fantastical rts's lack that kind of light show to justify one. Empires Apart had some interesting gameplay mechanics that came into play with day and night, but I don't think that the style really meshed well to make anything cooler.
  24. I personally don't relate to the flak people are giving about the art style. It's definitely a departure from Age of Empires II and Age of Empires III, but I wouldn't say it's too significant if we look at the original game or Age of Mythology, both of which had rather exaggerated graphics that were colourful (Think about the bones that villagers used to attack things and tell me I'm wrong.). Even Age of Empires II was a bit like that in some rather interesting unit designs like berserkers and teutonic knights. None of the proportions are off, and while it's perhaps a bit on the vibrant side, it's not obnoxiously so. The one thing big thing that throws me off is the hoardings on the towers.
  25. Luckily I doubt support will drop on the day of release. The current reaction on steam is around 74% positive. Hardly the best start, but I've heard of worse game releases.
×
×
  • Create New...