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Showing content with the highest reputation on 2014-05-29 in all areas

  1. The "ceasefire" thing you mentioned has been in the game design since day 1, it's just been a low priority. The idea would be to add continuous attrition damage to enemy units who cross into your territory. This would only be in effect, as you say, for a limited amount of time at the beginning of a match, potentially configurable by the match's host.
    1 point
  2. Will 0 a.d. Allow for environmental hazards? Examples Spreading fire in forests (age mythology had this) changing the terrain (maybe random berries spawn, planting forests or leveling hills. Irrigation.. Roads?) Spreading fires across ships for tactical purposes. ( fire ships - light up the ship and hope it drifts into the enemy becoming an environmental hazard, NOT age of kings style). Storms that make the deep sea treacherous meaning if you don't build lighthouse (civ2 reference) your trireme could be lost at sea. I know this is not really going towards pure strategy balance, but stuff like this would in some cases be aimed more at a single player audience like the civilization players. Fire ships are much more multiplayer friendly though It's asking a lot I know, but most of this is just a theoretical stuff you could add if you really wanted to.
    1 point
  3. There is already a dicsussion about victory conditions: http://www.wildfiregames.com/forum/index.php?showtopic=18570 Perhaps these topics should be combined.
    1 point
  4. I have created more roofs such that we have more to choose from. Surely not better than the ones we currently have but training my limited modeling skills. (Chinese Storehouse almost ready, need to add props + texture it .)
    1 point
  5. That is good idea a collection 3D( free stock) props to other artists use to their mods.
    1 point
  6. I'd really like cheap, buildable roads to be added to the game. Maybe they could give an increase in movement speed to units on them. Not to mention they'd look really nice in towns.
    1 point
  7. In my games against the bot, I usually just resign after I destroy all of their civic centers because I don't want to have to chase their units down, so I think this is a good idea.
    1 point
  8. Sorry, I researched a little and discovered the ashigaru was used before the Portuguese came . My bad.
    1 point
  9. Hey guys, just wanted to say a big THANK YOU!!! I hadn't check it for 2-3 releashes and it's going very well! It plays much better now in my crappy laptop, especially with a small map, which is great because I can finally finish a game (I'm going to buy a new pc next month, hehe...). Plus, I really like the civilizations (I happen to be Greek and I feel joy smashing Persians with Macedonians). It's really funny, because I was actually studying history for the final exams and playing this game while having a break, and it sort of inspired me... Anyway, keep up the good work, I'm going to donate at some point when I have some money.
    1 point
  10. Yeah I've heard of this feature in AoM and I think opinions about it were mixed. I personally don't like the idea however it's not for me to decide which features get implemented and which don't. Let's just say that everyone has his opinions: you think this would be good, I think it would be superfluous. Let's just leave it at that. ^^ I agree with your other points.
    1 point
  11. Generic Name: Devotio CavalrySpecific Name: Krābis Markāro.Class: Champion Cavalry Unit. Melee Armament: Lancer or Bipenne. Ranged Armament: Lusitanian Spearman Appearance:Garb: Iberian national costume. Armor should be identical to the Iberian Lancer. Shield: A caetra brought back.Helmet: montifortino helmet with mask(búcula). Figure(s): See concept drawing. Mount: Identical to Iberian Lancer. History: The Lusitanian, who accompanied the war a chief were united by a religious, social, and military, legal and moral bond, which the Romans called "devotio".The Krābis were knights who formed the personal guard of the Lusitanian leaders. They were bound by religious oaths of loyalty to his boss to death, fact praised by Julius Caesar. When his boss died, killed each other in ritual combat as part of funeral rites so that they could accompany him to the afterlife. Garrison: 2. Function: Flaming javelin gives a siege capability to these Champion cavalry units. Special: the drawing is based on a coin Emeritus contained a dagger in his back, one montifortino helmet adorned with this kind of "elk antler" and one bippene. Note that the drawing is not in the mask (buccula) out, what would be interesting to portray.
    1 point
  12. You can send them from the GUIInterface to the AIInterface directly, like this: GuiInterface.prototype.PushNotification = function(notification){ this.notifications.push(notification); var cmpAIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_AIInterface); if (cmpAIInterface) cmpAIInterface.PushEvent("Notification", notification);};Querying them from the AIInterface also works. But then you need to figure out when the messages are pushed and when they get flushed again (they disappear from that list when they get in the GUI I think). I think the notification.type should be "chat" in case of a chat. But you'll also get all other sorts of notifications (like building failed notification). I don't know much of the AI code, so I can't check if these events come through. But if you know it's working, I can commit your patch.
    1 point
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