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By guerringuerrin · Posted
With this new paragraph you added, I realize I misinterpreted your first message. It seems like this is something that could be addressed by increasing the base capture resistance of buildings/ships. The dynamic you’re proposing sounds interesting for certain gameplay contexts, especially in single-player/campaigns, and perhaps even multiplayer matches on “thematic maps” (scenarios). I think this touches on something we haven’t explored much: the possibility of having different balances and mechanics depending on the game mode (single-player, campaigns, thematic maps, multiplayer). Of course, it’s important to keep in mind that this would increase both the amount and complexity of the work, and available manpower is limited. -
Several civilisations had fortresses, notably the diadochi. The Greeks seem to practice the epiteichismos, which was about fortifying key settlements and outposts. In some cases, we can truly speak of fortresses, so much have the sites been modified by the process. However the Romans do not seem to have proper forteresses, with permanent structures, during the Punic Wars. Regarding the Celts, the boundary between fortresses and fortified settlements is rather blurred. Hillforts and oppida sometimes have relatively few civilian structures and seem to have specialized in a military function. The alternative I can imagine would be to have specialised CC. Some CC could be converted in a more military or defensive structure. The issue with the current system of walls and gates is that the IA is not using it really and it is quite a challenging project to improve the IA in this aspect. A single massive defensive building is far easier to handle. The Germanic faction currently lacks historical depth. It's actually an initiative that started as a mod and then spilled over into the game. Many buildings were designed without necessarily having an archaeological or historical basis to rely on.
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Position: Video editor Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes Name: UnRick Email: rtbeeke@gmail.com Location: Amsterdam, Netherlands Availability: 2 - 4 hours a week Age: 35 Occupation: Work, family life, newborn baby Skills and Experience: I've been a motion designer/editor for about 12 years now. Started in game design and for work i create videos everyday Motivation: I just love videos and motion it gives me great joy and at work we actually all play 0 ad together when we have some free time on our hands so it would be great to edit videos for you and show them off to my collegaues :p Personality: Joyfull, positive, hardworking Short Essay: Years ago when we first started playing 0 ad, i just love the whole game and where it is headed. Interests and Hobbies: Games, movies, music. Im playing Age of Mythology while i am sending you this form haha Staff: no Community: reddit and ign only Favorite Game: currently it's the Dyson sphere program. My all time, the whole God of war series but mainly the new ones now. they are just so cinematic Work Examples: https://www.linkedin.com/in/rickterbeeke/ https://rtbeeke.wixsite.com/website my portfolio is not super up to date but gives you a glimpse of what i do. This involves 3D, 2D and everything in between
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Well, if some small path appears, I agree, although not for a paved road, you could end with some weird street layout if where random units are walking is taken too seriously.
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Indeed, but how historical seem to you many of these fortresses, and how much just a product of nostalgic AoE2 cloning? (something that I've seen discussed many times already). I don't think removing them from some civilisations, not only to make it more historically accurate, but to differentiate civilisations more, should necessarily mean to unbalance the game, but that balance should be found in their differences, otherwise it's just "similar vs similar" (agreed that it would take more work). On a somewhat different note: shouldn’t Germans not have stone walls? At least less so than Sparta (which eventually had, but late, and still this doesn't appear in the game). People are complaining already :P, and will even more when poorly garrisoned ships are stolen like a candy to a baby. Regarding damage distribution, I'd say leave it to the player to decide, by ordering the cards of the units garrisoned (and have some panel somewhere where you can set a default order, to greatly reduce micro). Calculations is something to test, surely in some mod first, and then decide, hard to know beforehand those details, but this is the only simple nice way I see to have siege engines do something that resembles actual siege, and use something more realistic and engaging than capture points (wasn't proposed by me, I just extended the idea to ships). EDIT: I misremembered, virtual combat was proposed for ships and normally garrisoned units, and I extended it to siege and proposed base garrisons in place of capture points:
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