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Showing content with the highest reputation on 2013-08-31 in all areas

  1. I think we currently lack a concept what the advantages and disadvantages of different food resources are meant to be. It's nice to simply have more variety of food resources but it should also have some impact on gameplay. In Age of Kings there was basically hunting for a boost in the beginning of the game and the berry-bushes for a fast start. After that these resources were more or less useless. Fishing was kind of an experiment and it depended on how the game developed if the investment paid back in the end. The main food source were farms. All resources were limited and depleted after a while (you can rebuild farms, but it costs wood). The only infinite resource income was trade. In our case I feel like we start mixing and mashing these concepts together without having a plan what it should do to the gameplay. Making farms, berries and fishes infinite decreases the value of trade. Trade is still useful because currently only food is an infinite resource and the bartering rates will become very bad if only food is used to barter other resources. Fields now only support a limited amount of gatherers (5) and you get food faster if you use less workers per field. The idea was to increase the value of territory and add a disadvantage to farms (you need a lot of territory to use them). In my opinion this doesn't have enough impact at the moment because you need to expand for other resources anyway and have plenty of space to place your fields. This is related to the question about the way resources regenerate. In my opinion the sigmoid approach is too complicated for players and doesn't add much value. It could be different if for example you could set a "gathering policy" like "clearing" or "sustainable" and your workers would automatically use the resources according to this policy. If you have to manually micro-manage your units, that's too much IMO. Such a policy-approach would be doable, but as long as we don't have the big picture it doesn't make sense. We're at a point now where we should start approaching the final gameplay and therefore we need such a "big picture" before we can tune little aspects like the resource regeneration algorithm. Some of the advantages/disadvantages of resources we could use: Required space (you need to expand and it's more difficult to defend your workers) Required micro-managing (We should generally avoid micro-managing as much as possible at least for the long-term resources. It could be part of the design for e.g. hunting in the beginning of the game) Available at which stage? (currently all resources are available from the beginning) Required number of workers What kind of workers are required (females are better for fields but they can't be used for fighting) Does it require a special resource or can it be used anywhere? (fish, berries, farm-land etc.) Can the resource be depleted? Is the maximal gather rate limited? (I mean something like regenerative berry bushes compared to fields where you can build as many as you want) How much is the initial cost to enable this kind of gathering (Build a dock + a fishing boat is quite expensive if you don't need the dock anyway) How easily can the enemy damage your economy. (what if, for example we made fields much more expensive and make them vulnerable to fire-arrows?) We could add some very interesting and strategical aspects if we put some more thoughts into the different sources of food and their pros and cons for the player.
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  2. Now with 100% more player colors: (I'm way too lazy to do proper AI work so I keep retexturing this boat instead).
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  3. Sonly I have a answer: official mod focused in medieval times.its a lot of work. But we have The Cataprahct and Clibinarii if you like the Knights Warriors. And it's 500AD not 1000 AD . And not we are history channel, not Templar knights, no fantasy secrets societies, no ancient aliens.
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  4. Just a fun unit in the editor for now.
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  5. Current tips, with the description : ROMAN ARMY CAMP - Build anywhere on the map, even in enemy territory. - Loses Health when in neutral or enemy territory. - Construct siege weapons and train citizen-soldiers. - Slowly Heal up to 40 garrisoned units. - Good for building a secret base behind enemy lines or to consolidate gains within enemy territory. BARRACKS - Trains all citizen-soldiers. - Research military technologies to augment your armies. - Build multiple barracks to train masses of citizen-soldiers quickly. - Build a barracks in a forward base in order to supply your assault with fresh troops. CARTHAGINIAN SACRED BAND - Champion Infantry for Carthage. - Like all pikemen, they are cavalry killers. - When in formation they are very tough from the front, even against infantry. - Vulnerable to flank and rear attacks. CATAPULTS - Ranged siege engines that are good against buildings. - May upgrade to flaming projectiles for extra effectiveness against buildings and units. - Expensive and slow. - Pack up into carts for movement, and unpack into stationary engines for attack! CELTIC WAR BARGE - A medium "trireme"-class warship. - The only ship of its kind. - Cannot ram, like other triremes, but has greater health and armour. - Can transport up to 40 units across the waters. CIVILISATION CENTRES - The "foundation" of your new colony. - Claim large tracts of territory. - Can be built in friendly and neutral territory. - Train Female Citizens and Citizen-Soldiers. EMBASSIES - Special "Barracks" available to the Carthage faction. - Train mercenaries from each of the ethnically-themed embassies. - Mercenary "citizen-soldiers" have their normal Food cost converted to Metal cost. FISHING - Fish the seas for a bountiful harvest. - Fishing boats carry a large amount of Food per trip. - Garrison a Support Unit aboard to double the Fishing Boat's gathering rate. - Careful! Fish are not an infinite resource! FORTRESS - The Fortress is usually each faction's strongest building. - Trains Champion Units, Heroes, and Siege Weapons. - Gives a population boost. - Can garrison many units for a strong defense. - Cost is between 650 Stone and 800 Stone. RESOURCE GATHERING - Use Citizen-Soldiers and Female Citizens to gather resources. - Female Citizens are bonused with Farming and Foraging. - Citizen-Soldiers are bonused with Mining. - The higher the level of Citizen-Soldier (Advanced, Elite), the better he fights, but the less efficient he is at gathering. OUTPOSTS - Build in neutral territory for a large scouting range. - Cheap, at 80 Wood. - They construct quickly, but are weak. - Lose health while in Neutral territory, but are repairable. PALISADE WALLS - A quick, cheap wooden wall available to all factions. - Most factions have access to them in Village Phase. - Attackable by enemy soldiers, unlike City Walls, which are only attackable by siege weapons. PERSIAN ARCHITECTURE - Almost all Persian buildings have +25% additional Health. - Persians also have access to a great number of structural & defensive technologies. PEZHETAIROS - The Infantry Spearman for the Macedonians. - Uses 'Syntagma' formation for high pierce attack and high armour, but slow move speed. QUINQUEREME - The heaviest warship available. The beast of the seas. - Garrison up to 50 units for tons of firepower, including ballistas and scorpions. - Has a ramming attack that sinks enemy ships in one hit. - Only available to Rome and Carthage. SAVANNA BIOME - Generally flat, with a few watering holes and rocky outcrops. - Chock full of herd animals for plentiful hunting. - Rich in all types of mining. - Wood tends to be sparse, but consists of high-yield Baobab trees. DEFENSE TOWERS - Free-standing towers good for defending large areas of countryside. - They usually cost 100 Wood and 100 Stone. Iberian Defense Towers cost 300 Stone (because they're stronger). - Has a ranged attack that increases for each garrisoned unit. SPARTIATES - Strongest infantry unit in the game. - Champion Infantry available to the Spartans faction. - Long train time, but high armor and attack. - Use the 'Phalanx' formation for extra armor bonuses. STOA - A special starting structure for the Hellenes. - Grants +10 Population. - Only enabled in some game modes. - Can be found in the Atlas editor for custom scenarios. STOREHOUSES - A cheap dropsite for non-food resources (wood, stone, metal). - Research technologies to improve the gathering capabilities of your citizens. SYNTAGMA FORMATION - A formation for 'pikeman' style infantry. - Formation is slow and cumbersome. - Nearly invulnerable from the front. - Vulnerable to attacks from the rear. TEMPLES - Town Phase structure required to upgrade to the City Phase. - Recruit Healers to heal your troops on the battlefield. - Research healing, religious devotion, and cultural technologies. - Its "aura" heals nearby units. - Garrison damaged units inside for quicker healing. TRIREME - The Medium Warship. - Available to the Romans, Carthaginians, Hellenic factions, and Persians. - Good for transporting or fighting. - Garrison a catapult aboard for a long-range siege attack. - Capable of a devastating ship-to-ship ramming attack that must recharge between each use. VARIATO - Iberian hero of the Lusitani tribe. - At least 7 campaigns against the Romans during the 'Lusitani Wars' from 147 to 139 B.C. - Fast moving and can switch between sword and flaming javelin. - His "aura" is the "Tactica Guerilla" that allows nearby Iberian units to ambush their opponents. WHALES - An oceanic resource. - 2000 Food. - Gatherable by Fishing Boats after the whale is killed. - Roam around the oceans of the game and flee when attacked.
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  6. IDEA: How about an "map editor" and a "cloth editor" for the game characters?... ( So we may make their appearence more similar to our own county´s old classic armies... And also, let the user to be able to rename these "army" names?... ) Please note: I have no idea if this are good requests, or if people asked about it it before, anyways.... Not possible?... Who cares?... THANKYOU for your hard work and share this awesome game with us!!!
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