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Showing content with the highest reputation on 2013-02-21 in all areas

  1. First let me stress that this is just a preliminary discussion about one way forward, so don't think this is necessarily the only way forward. Also, please only comment if you are certain you can add something to the discussion, in this particular thread we're more or less only going to allow comments which say "I'm willing to commit to work on feature X and estimate I'd be ready to finish it by this date". If you want to discuss which approach is best or other related topics, but which are not part of the actual planning please start a new thread. To be able to make a good decision about whether we should try and aim for part 1 within the foreseeable future or if we should wait a bit longer before deciding exactly what will go in the final version we would like to see where we would stand if we would only include features/improvements which we either already have or can have people commit to doing within a specified amount of time. This does not mean that these features would necessarily be the only features included, but that we would have to be ok with only these features being in the final game to go forward with this approach. So, programmers (both in team and others who are prepared to commit to doing some work throughout the year), please post here what you estimate you are able to work on during the upcoming year or so. And please be reasonably conservative so we don't make a decision which then will have to be heavily revised just because you can't live up to what you've said you should be able to do (it's one thing if you can't say if you will be able to finish programming a certain feature in June or August, but a completely different one if you promise to do a certain amount of features until December but will not be able to complete half before March next year, so don't be afraid if you can't make a perfect estimate). (This is mainly aimed at programmers as it's a lot easier/quicker to e.g. decide to cut an animal or two from the final game if we don't have animations for them - and it's a lot quicker to do the tasks as well, so it's not time to make a final decision on the rest of the game's content yet regardless of which approach we choose And also, this is just one of the possible ways forward as I said before, if we find that we cannot get to a good enough 1.0 this way/reach Beta within a year we'll continue as now and make a final decision later.)
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  2. I can't really speak about this as I havn't played this game that long. Due to hard drive issues etc. But here: The Romans are the best in my opinion, I mean history tells us. And from what I have seen, they been well represented in this RTS more than others I have seen to this day. And because the creators have taken it upon themselves to spend the time with great artistic hands we now have a beautiful RTS to enjoy. Regards to the forts, I have designed a tactic in game where this is concerned. I tend to agree with the number of 20 with in a fort, although, it's not really that necessary. I will post screenshots of my tactics once I have sorted my drives out. The other thing I will comment on is the Gauls... I do feel that they need a little bit of an upgrade as far as weak troops are concerned. I think it's a somewhat of a misconception that because Caesar destroyed them at Alesia many of the desingers here have put there HP all the way down. This is not exactly true here... The fortifications Caesar errected greatly impeded the Gauls lethaly. But the average Gallic warrior was a strong and tough oponent. Same applies true with the likes of Icini chariots of the Britons. They if anything need to be very strong, but not totally strong. Balancing here has an important and significant logic to it, but from what I can tell the building are things that need to be more powerful. A couple of swordsmen that batter a tower or a great big wooden building sort of defies the laws of physics here lol and it's one thing I couldn't really understand in AoE games and any othe like. So for me... Building need to be powerful and units need a little more downgrading in attack strength etc. Regards to a tech tree, go for it. This better presents to the player a layout of whats cooking.
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