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Showing content with the highest reputation on 2013-09-13 in all areas

  1. I posted this in suggestions when it probably would have been better served to post it here. My suggestion was actually about ship names in general, specifically warship names. The Carthaginians were just one example, because most civilizations, with the exception of the Persians, Athenians, Mauryans (Light and Medium Warship works for them since their ships don't have unique translations akin to Bireme or Trireme), and Iberians (since we don't know what to call their fire ship), currently have their civilian ships are named according to the design document while their warships generally aren't. Of course, the design document doesn't actually reflect everything I have stated about ships names and other things are also a little bit of a mess. The Hellenic civs in the design document. with the exception of the Athenians and Ptolemies, are a little messy when it comes to how the Fishing Boat and Trade Ship are named and the specific name for the Hellenic Battering Ram is often a little bit of a mess as well. Also, the Penteconter for the various Hellenic civs should probably use that for its generic name instead of Light Warship, oddly enough the Spartans have the generic name as such in the design document.
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  2. It's still just a tech demo and a research paper they released for the upcomming siggraph in Hongkong. You will probably have to wait until November for more details.
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  3. IMO we shouldn't drop ARB support at all unless someone is really overhauling the rendering engine in such a way that supporting both is too much of an obstacle (not simply an inconvenience). I don't think that is likely, but we can cross that bridge when we get there. The way to proceed with GLSL is to clean up its existing code, make sure we detect GLSL support properly (not a config option), begin enabling it on supported systems and noting which drivers and GPUs have GLSL support but perform poorly or are buggy, and fall back to ARB on those systems, the kind of thing we already do in HWDetect.
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  4. Some ideas 1.General gameplay Bach Training. Avaliable only researching a technology that allows that, in second phase, or could be a autoresearched with the upgrade to the next phase. This way the first phase, would be more slow paced. About the tech that allow making women in houses. Allow to make women one by one but not in batches. Why this changes? In Aoe you have mainly 1 building that was important in order to train the economic unit, and you have to focus the decisions in early game (train more villagers, research tech or age up). With citizien soldiers and bach-training, you can spawn faster in a lot of buildings. I think that this way i a good mix between the two gameplays. (sorry for the bad english, it isn't easy for me explain this complex idea reagarding the metagame, but think about the gameplay that will bring this changes) - In first phase, units trained one by one. small raides. - In second phase, your economy and population increase faster cause you can make units more cheaper and faster by batch-training and building new civic centers. Raides become real warfare - In third phase, you can expand your economy further making new women in houses. I know that is the general idea of 0 ad and that i'm not giving too new elements, but considerer this 2. Technologies (paired) Outpost techs 1A Permament guards. Outpost give 100% (for example, i mean a big boost) L.O.S. 1B Frontier life. Gives to the outposts attack capacity (only on the player territory) Both are first phase techs. 2A Vigilance system. Outpost don't decay in neutral territory. (Second phase) 2B Militia laws. Allows outposts and houses to train light infantry (skirmishers) one by one (third phase) The two techs are dependent, so if you want research 2A you have to research 1A , you can't choose 1B and 2a. Techs regarding farms 1A State owning/communal lands. Double the capacity of the fields. Regarding decreasing returns, two workers count as one, so having 10 workers in a field is efficient like having 2 farms of 5. 2B Landowners. Workers generate also a trickle of gold (metal). Like 20% (f.e) 3. General technologies Like somebody said before, every resource should had 3 techs. By another way independent paired techs could encourage some nice bonus. The last tech of a line could be special for every civ, depending upon if the civ is weak, average or strong on the resource. for example, an Iberic tech line of food: Phase one 1 Farm tech 1 1A Masters of hunting. 20% Bonus to hunting 1B Ancient knowledge of berries. Berries last 50% more Phase two 2 farm tech 2 2A Communal lands 2B Landowners Phase three 3 Special iberian farm tech. the regular tech give for example 30%. Iberians are strong on farming so they get 50% instead. a weak civ could get 20% instead... 3A 3B.... Also give to the blacksmith, give regular lines like aoe. Melee weapons, Ranged weapons, Horse armor, Heavy infantry armor nad light infantry armor. I think that paired techs had to give very special bonus or gameplay features to help player building one strategy (Boom, Turtle, Rush, Raiding..) 4 Training techs Finally soldiers trained in barracks should be able to be trained. How? I have some ideas - A tech that all soldiers trained in barracks get the second rank, and later the third. Maybe give some req. to research the tech, like get 50 elite soldiers... - A tech that allows to the barracks to garrison soldiers that increase the experience over time bye!
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