Leaderboard
Popular Content
Showing content with the highest reputation on 2015-04-20 in all areas
-
Depends on what you mean by trailer, to some extent the release videos are trailers Maybe we'll do something more special for the full release, but that's not something we've planned already4 points
-
To modders, devs and community in general: capturing + (invincible) buildings that autoproduce resources = new gamemodes, in a Dawn of War, Company of Heroes, etc style!2 points
-
I'd like this for trees though, seriously. Trees will spray seeds around them slowly growing to new trees that spray there seeds... Still the priority for the main game isn't high enough to get in I guess ^^ But I'd like a mod focusing on "living world simulation"!2 points
-
How hard capturing is dependent on the building and/or garrisoned units in it This is just the first stage. It has to be tested in-game and balanced. EDIT: For now garrisoned units "recapture" the buildings and thus slowing the capturing process. One reason more to put it in now rather than a weak before the next alpha So you are very welcome to comment on your experience and opinion about capturing here. (Have in mind to keep it simple though ) Choose between capturing and attacking For now all non-siege weapons (AFAIK) will try to capture, not attack buildings. An alternative attack order has been discussed and will likely get in. Using the same key combination as for attack move would be an option. (And if a GUI button is added for it one will be enough for those both IMO) Capturing animation Yes we are aware of capturing needs a clear feedback. (Likely an animation, a specific sound would also be nice IMO)2 points
-
Itms (who works on the pathfinder) has been busy focusing on an exam lately/now, but it's progressing It would be nice to have some more advanced ship moving etc, but as you say those are dependent on pathfinding, so yeah, it's certainly a big step on the way towards Beta2 points
-
The popular idea of "Republican" Rome vs. "Imperial" Rome is wrong. Rome was empire long before the rise of the Caesars. Also, "republic" is form of government, while "empire" is the form of state (though the distinct is not 100% clearly defined). Two different things. So rough what happen was this: Government Monarchy -> Republic -> Principate -> Dominate State City-State -> Local Power (Latin League) -> Hegemony -> Empire (all of this happened over the course of the Republic, before rise of Caesar) For the sake of video game, using the Republic / Empire distinction could still be okay, because it is popular misconception. Though, going for more accuracy might make it more interesting. Rome (Republican) - Part 1 Rome, based on Punic Wars era Rome (Principate) - Era of "5 Good Emperors" when the empire was at height. The emperors maintained the fiction of republic and "first citizen." Rome (Dominate) - Here you see the 'Late' or 'Eastern' influential era, Constantine to Justinian. The "first citizen" ideal is now completely abandon for a Eastern autocracy.2 points
-
Just asking, how it's going the pathfinding branch? I think that right now it's the only obstacle to make into Beta. Capturing it's on the way, and I think that the other big feature it's running, that depens on the moviment system. What about it?1 point
-
I would love to see a PUSH Animation for siege engines, But i dont understand that " to mutch micro" comments. I mean common when you build a siege engine it would deploy with engineer units already connected to the object. And yes when they are killed you need to men it again but so what you got a army with you "Sending only a catupult is just dump"D" And it would add another layer of realism and gamplay. You can add a total different play style to the game with a simple feature like that and new tactics to commit when encountering siege engines / or use. And that for the little more micro sometimes "only if the units are killed" i dont see the problem its a game about micro-managing and the new layers of gameplay it can add i only see the good but others always see the bad if it would add a little more management for units Stuff like that sould be added even if it would only be for visuals.1 point
-
I tested it a bit. Worked fine so far. The only thing I noticed was playing romans (I tried them to see how would the army camp outside territory would react) and the army camp loses capture points over time (as I guess it should) but when it reaches zero, it converts to gaia and attacks friendly and enemy units. Another thing I noticed is that the capture points decreases faster than 3 units capturing (it loses capture points faster than 3 units can increase its points) The same if the units are garrisoned. But garrisoning several units will make the camp to never lose its owner (unless it is attacked) since the garrisoned units are constantly recovering its capture points. Also units can't be garrisoned unless the building is 100% owned by the player, but the already-garrisoned units can stay inside the building until the loyalty reaches 01 point
-
Instead the classical focus on economy in a Aoe 2 style, in DoW you get only 2 resources. You get the main resource capturing strategic points, where you can build a turret (and upgrade it individually in 2 levels, being more productive and fortified, and you can research a 2 level tech to increase the productivity), critical points (they produce more, but can't be fortified, and you can archieve an victory hold them half +1 ) and relic points (Dunno about their productiviy, but enable to train big and special units) Later you can build Energy collectors, that every new building it's more expensive that the previous, with also a 2 level tech. Last, there are population techs to infantry and squats. Simple. In 0 ad, people could create a more strategic mod focusing in military in the described way. But in the general branch, we could think in more dynamic skirmishes. Examples: - Ancient observatory: Outpost with a very wide LoS. Doesn't decay, invincible - Economic capturable buildings: Deep mines (thinking about the limited amounts in the surface), Trading centers, etc... Doesn't decay, Autoproduce resources, invincible - Relics: Capturable "unit", movable that could garrison in temples. Invincible, Autoproduce resources - Mercenary camps (there's a lot of discussion in the forum already) Doesn't decay, invincible - Buildings that allow to train unique heroes, unique units of your factions, research unique techs, etc...1 point
-
Nice new feature but are all units able to capture i hope not. It sould be a special option for only some units so that it wont be a game about who capture,s the most and the fastest. Maybe for some units after the first or second town phase so that its not in the begin of the match about capturing buildings.. And the units that have the ability to capture sould have different upgrades for the capture ability.1 point
-
Ok I tested the new feature. My suggestion. - capturing don't be the main command for the units must be a alternate to attack and destroy. Becase the game becomes to capturing game. -the capturing points must be different from the hitpoints, example defensive building must be hard to capturing. -if a building have units inside the capture must be more hard and the units inside must have a influence over capture points - the monuments must be influence over nearby buildings, may be all civs needs a monuments now. An statue can work fine -the farms farms and other minor buildins must have less capture points. - you know this, need an animation - related to my first suggestion, need a command to capture in the GUI like the other alternative commands and have a a shortcut in the keyboard -Monks/ priest can capture religious buildings and others similars -Heroes must have double influence to capturing buildings with double resistance to capture. Is needed implement resistance to capture for some buildings. ----the other a alternative is the process of capture will be start when a building is damage (60%) or more.1 point
-
Exporting with that did indeed result in something different, a new error though: "Model art/meshes/structural/zev_fpump is boned with unboned animation." I apologize, I've seriously just had no time at all with my hectic schedule to set aside time needed to talk. I have three huge projects I'm involved in and this one is sort of lower priority at the moment.1 point
-
What a hypocrite. The topic was already back to exactly where you wanted it...1 point
-
I wish we could give animals some ambient sounds (growls for tigers, cries for peacocks). Game also need ambient sound emmitters very badly, for waves, trees rustling, sand storms, etc.1 point