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Showing content with the highest reputation on 2013-12-19 in all areas

  1. I actually had the idea of having fewer AI names (perhaps 3 per civ) and then giving each one a "personality" and "strategy" style. "Personality" can be the way the AI chats and taunts. "Strategies" can be minor tweaks to the AI's strategy and tactics. Both personality and strategy would complement each other. For instance, for Athens, could have: Alcibiades AI Personality: Overconfident, even when defeat is inevitable. Boisterous. Quick. Backstabber. Raider. Expansionist. Strategies: Raids a lot. Attacks often with small to medium forces. Doesn't build walls at all. In team matches, has a 10% chance of switching allegiance on his ally if tributed enough resources. Tries to build his 1st expansion rather quickly, at the 10 minute mark if possible. Builds new expansions often and whenever possible, even if he can't defend them (this guy will probably lose lots of Civic Centers in the course of a match). Pericles AI Personality: Thoughtful. Eloquent. Democratic. Defensive. Turtler. Builder. Strategies: Turler, so builds lots of defenses, walls, towers, etc., around his starting base, while being fairly aggressive with his navy. Tends to build more Temples and other structures, and goes for the Wonder victory more aggressively than other Athenian AIs. Themistocles AI Personality: Quick wit. Humorous. Cunning. Aggressive. Alliance builder. Strategies: This AI is the most aggressive with the navy and builds more docks than the other 2 Athenian AI variations. He goes for the Long Walls upgrade as soon as possible and uses stone walls to section off parts of the map. He is extra aggressive against the opponent in the other team who is playing as the Persians. He also temps other players on the enemy team to join his team with promises of tribute, especially if those enemy players are Greek or Successor factions. He might even send some chats/taunts to individuals in the enemy team to sow dissent, and even lie about other players.
    3 points
  2. so I guess that's four dissatisfied barracks concepts, all caught nearly complete. I'm sorry if I'm sounding a bit frustrated guys, I just... am a little These past four days are just to get something out before Osiris. I really didn't like the idea of letting the ptolemies out with placeholder buildings from other cultures, especially since we've already released screencaps to get fans (and especially donators) all hyped up about it. If we can't fix the major performance problem, then I say distract the public with another bone to give us some more time. The dock is definitely going to need another pass, that plank texture is not working for it. (scale down that ragged plank extrusion too)
    2 points
  3. To me they look more like AOM than AOEO. They're great, even if somewhat different. I think you guys are severely exaggerating it, just look at this: However some parts of the game have minor (but still bigger than the ptolemaic structures) visual cohesion issues, like the Persian Ram (and ranged siege weapons to a point), some ships and some environmental textures.
    2 points
  4. 1 point
  5. I love the idea. But difficulty should remain an independent setting IMHO. Wouldn't it be a little unfair if the persian player is more likely to be attacked than the other? (but I don't really mind since that's only the case for single-player and co-op) What if there is 4 athenian AI players? Would one name appear twice? Or do we use additional names (without particular strategies attached?) This would be sooo great for historical campaigns!
    1 point
  6. It's different, I'm just saying that that doesn't make it impossible to differentiate the AIs depending on "AI name" as well
    1 point
  7. Is part of the developement process LordGood, you cant imagine how many models and sketches I have discarded even after working quite some time in them.
    1 point
  8. Yeah, I think it's something for me So I'll start with Romans. Edit: I see LordGood is going to draw Romans when finishes Carthaginian. So I'll choose another one
    1 point
  9. I like this one. It's better organized:
    1 point
  10. You don't need an SVN account, but it's best to download the SVN version of the game (it's publicly available, no account needed). Just to work with the most recent code and art, so you don't make duplicates. The task list is more about 3D work. Though there's also some texturing work, but it's best to do this after making the model. And there isn't a lot of texturing work to be done if you don't want to model. We do need a lot of 2D artwork for the unit portraits as Enrique mentioned (about every unit gets a different portrait, currently around 600 units, minus some duplicates). Currently, most of them use just screenshots from the game, but we want something more unique. LordGood has been making unit portraits lately, and since he started out, he made a lot of progress in quality, so you can certainly check out this thread: http://www.wildfiregames.com/forum/index.php?showtopic=17148 Take a look at the evolution, and try to see what we want for those portraits. After that, you can just take a civilisation (apart from Carthago, almost none of the units have portraits), and try to draw them. When you have some results, post them here for critique, and if they're good enough, they're added to the game.
    1 point
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