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  1. I did two games online (2v2 and 1v1) it's been a while but I still got it Capturing is very funny, deciding whether to destroy or whether to capture is key I believe on this alpha. I think I'll start doing videos again for this alpha Alex
    2 points
  2. I moved and renamed the topic to reflect the nature better. Like Stan says, Rise of the East Sun Tzu 18 is not compatible with Alpha 19. But don't worry, a new release of RotE is very near!
    2 points
  3. Here are more olive trees variations maintaining the three designs by Stan. Also other tree species, with all their unique variations (not counting leaf texture variations). There are also some firs and dead trees under construction that are being prepared for a big flora commit.
    2 points
  4. If vanilla version do not add battalions I hope to gether team to do it. Here's how Delenda Est would do battalion and formation. Battalions Troops are no longer individuals, they are part of a group or battalion. Guys, I will give you the rundown of how it would work. Training Soldiers are trained in battalions and live and die in battalions. A battalion of melee infantry would have 24 soldier for example. They are trained 1 battalion at a time. Shift-train queue up 5 battalions in a row and give a "batch" discount not unlike the batch discount game already has. The soldiers exist the building together as a battalion and head off to rally point. Cost A battalion of soldier (Spear Infanrty, 24 soldier) would cost roughly 600http://i.imgur.com/mc1IVBW.png500http://i.imgur.com/c74X0Gq.png10http://i.imgur.com/Fo3YSzo.png, so 1 large house or 2 small house have pop for 1 battalion. In a 300 pop match player might have 20 battalions to manage instead of 200 separate units. Extra Units and Upgrades A battalion will have 1 or more extra eye candy soldier to help distinguish each battalion. Default: Bannerman. He come automatically with the battalion and cost nothing extra. He does not fight and does not die until the last soldier in the battalion dies, then the Bannerman dies. Enemy soldier ignore him like he is just a ghost actor. This is the Aquilifer for the Romans for example. Upgrade: Noise Maker. Upgrade battalion with a noise maker dude that either reduce nearbly enemy attack (intimidation) or increase his own battalion's attack (courage) or some other bonus unique to civ's Noise Maker. For example for the Celts this would be the man who blows the Carnyx (intimidation). For the Romans this is the man who plays the Cornūs (courage). Athenians, Spartans, Thebans get a flutist who plays the Aulos and make the battalion march faster. Upgrade: Officer: Upgrade battalion with a officer unit who does fight. He is tenacious and have double health of soldier in his battalion. He is the Centurio for the Roman civs, the Polemarch for the Spartans, etc. Heroe: We can have heroes trained with a bodyguard so that they are their own battalion (like Octavian Augustus comes within a battalion of Praetorian Cavalry, Leonidas comes within a battalion of Hippeis Spartans, Xerxes come in a battalion of Apple Bearers, etc.), we can make heroes train as individual and then you can attach him to a formation, or we can do both depending on each hero. A hero in a battalion is treated by the enemy just like any other soldier in the battalion. Hero takes his/her place right in front of the bannerman on the right corner of the battalion (the place of the "officer"). Reinforce: If near a barracks a low strength battalion could be reinforced with new free soldiers (they appear behind bannerman and assume their place in line). Can be done with a aura. Promote: Each battalion accrue Experience. When battle is over player can promote the whole battalion at once if that battalion has accrue enough Experience. Selection and Movement Selecting any soldier in the battalion select whole battalion. Soldiers in battalion will squeeze together to fit the battalion through narrow pathways. When sent over long distance, battalion form into column to snake around obstacles and through narrow paths. Resource Gatherers and Builders Having battalions does not abandon the citizen-soldier conceptual. Battalion can still gather resources and build building. When a battalion of citizen-soldier are sent to gather from trees, they will march to the forest and then disperse to nearby trees to chop. If sent to gather on a farm the battalion march to the farm and then spread out to the farms for how many slots are available. If there are too many soldier for gathering slots some soldier will just stand guard near his gathering comrades. Same for building. User Interface Every battalion that is created gets automatically a ctrl-group icon on left of screen. Ctrl-groups can be made by the player for multiple battalions if player wishes. These get a different icon, along the left of screen. Formations How do they work? Soldiers fight in formation and generally hold the shape of the formation within parameters. The more men in the formation the closer they hold the formation. As men die, the formation cohesion is less. Number of formation buttons are reduce Formations give bonuses and penalties Can be altered with a small numnber of Formation Modifier Most civ will only have 3 Formations for their Battalions and then 3 Modifiers Formations and uses Column Civilizations: All Unit Classes: All Auto/Manual: Automatic, when distance between waypoints is long, is applied to the battalion Modifiable: Yes Bonus: 1.25x Speed Penalty: .5x All Armor, so vulnerable to ambush Battle Line Civilizations: All Unit Classes: Infantry and Cavalry Auto/Manual: Automatic, this is the DEFAULT battalion formation for these classes of units Modifiable: Yes Bonus: +2 Frontal Hack and Pierce Armor, +1 Frontal Crush Armor Penalty: .9x Speed Wedge Civilizations: All Unit Classes: Melee Cavalry Auto/Manual: Automatic, this is when Melee Cavalry are task to CHARGE Modifiable: Yes Bonus: +1.25x Charge Bonus in addition to regular charge bonus if charge is initiate at "sweet spot" distance, not too far not too close to target Penalty: -1 Pierce Armor, makes the cavalry more vulnerable to missile, which is usually not Testudo Civilizations: Rome Unit Classes: Melee Infantry Auto/Manual: Manual Modifiable: No Bonus: +3 Hack Armor, +4 Pierce Armor, +5 Crush Armor Penalty: .25x Speed, Soldiers within it can only respond to direct melee attacks Sparabara Wall Civilizations: Pers Unit Classes: Archer Infantry Auto/Manual: Manual Modifiable: No Bonus: +5 Frontal Pierce Armor Penalty: Is a stationary formation, will not move when in this formation Abstract: The famous Persian archery shield wall; Great for archery duels Formations Modifier When a formation above is chosen, the Formation Modifiers available for that Formation are become available (unavailable modifiers are greyed out) Close Order Civilizations: All Formations: Column, Battle Line, Wedge Unit Classes: All Auto/Manual: Auto, this is the DEFAULT modifier for formations Effect: Units are spaced close together, but their shields do not touch or overlap Open Order Civilizations: All Formations: Battle Line, Wedge Unit Classes: All Auto/Manual: Manual Effect: Soldier are spaced farther apart, with additional space between files and rows Benefit: Reduces effects of incoming splash and trample damage Penalty: -1 Hack Armor removed (but any Crush and Pierce bonus remain) Locked Shields Civilizations: Athen Spart Mace Sele Ptol Cart Theb Epir Formations: Battle Line Unit Classes: Spear Infantry and Pike Infantry Auto/Manual: Manual Effect: Units are spaced close enough their their shields overlap, creating a shield wall Bonus: +5 Frontal Armor Bonus in addition to regular frontal bonus for Battle Line (for a total of +7); Units in 2nd rank can attack through the front for spears, units in 2nd and 3rd rank can attack through front for pikes. Penalty: .75x All Armor from Flanks, .25x All Armor from Rear, .8x Speed Abstract: This is the Hellenic and Hellenistic "phalanx" for hoplite-style spear infantry. It is the "syntagma" for pike-style spear infantry. Later, in Part 2, this is the Shield Wall for the Germanic culture (Germ, Alamm, Goth, Frank) Army Behavior When 2 or more battalion are selected, Army Behaviors kick in. When send over long distance, they form column together and snake their destinatio. When the player task multiple battalion to an area they will automatically arrange in a classic "battle formation" (melee infantry in middle, cavalry on wings, archer in back) when they arrive, or... We could add Army Formations if we wanted to that show up in place of battalion formations in UI when multiple battalions selected. Either way, when move command to somewhere, they end up organized, not a mess. Anyway guys, this is how it could work. I think it is very simple and add very uniqueness to the game as well as fresh historical combat. Inspiration Battle for Middle Earth 2
    1 point
  5. Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement:
    1 point
  6. I don't know what is hard to understand 1 town = 1 market.
    1 point
  7. You are trying to use Rise of the East Mod. It is currently not compatible with the last version. A new package is coming stay tuned
    1 point
  8. I figure I might as well show you guys what I'm up to lol I'm looking forward to what you guys can come up with, squeezing something like a motte and bailey into the fortress footprint and making it feel like a powerful castle at the same time. But I suppose trees are going to be a highlight for a little while eh? haha
    1 point
  9. maybe have the tree sink down quickly when dead, and have a "resource" model which is the fallen tree, Sure it wouldn't be as pretty as falling trees, but we wont have to scrap all of the trees we have already.
    1 point
  10. Apparently there is an invisible "user" mod that is implicitly enabled for release versions, but not for working copies. This means you need to either edit the commands.txt or just uncheck the "incompatible" replay filter. Will be fixed for the next release.
    1 point
  11. I did report this when translating some time ago, but the Lombardy Poplar is a 17th century tree.
    1 point
  12. Phases themself as an idea are not boring. There have been no changes to how they work ever though. Instead of making phases and technology more interesting you gut the interesting tech pairs idea and made technology more boring and less interesting. Whatever you do, make it more interesting. But I don't think you have even consider ideas to make phases more interesting instead of just chopping them out. All new idea and "wouldn't it be cool if..." things like this are fine, if only they expand and complement the core vision. Can team even articulate the core vision of the game anymore? How does removing phases and replacing them with building-leveling affect the core vision? I think the core vision imagine a game that has players taking his settlement through phases of growth and that was the phase techs represent. I don't think building-leveling is bad, but it is not a subsitutute for one of the core tenet of the game vision, just an interesting add-on. Leveling up a barracks and making it prettier is not a good substitute for settlement phases. My advise (as if you want it) is to make the phase techs more interesting instead of giving in to the dark nature and chopping them. Or come up with a better way to integreate settlement growth into the game in a meaningful and impactful way as a substitute for phases. Because settlement growth, I believe, is part of the core vision of the game, in the same way that age advancement is part of the core vision of Age of Empires.
    1 point
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