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Showing content with the highest reputation on 2018-06-28 in Posts
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First off, we're not members of WFG, so whatever they do is up to them and that's cool. But we do have a list of awesome things we'd like to see in the game, either in Empires Ascendant or possible with the engine for mods! My 17 year old son, Wow Jr. who plays Empires Ascendant and Delenda Est a lot (he also plays Age of Mythology, Age of Empires III, Rome 2: Total War, and Battle for Middle Earth II a lot too), has helped me with the list. In no particular order: When you achieve victory, the camera should snap to the location of the event that triggers the victory, so that you are not confused as to what occurred. Battle for Middle Earth II When achieving victory or achieving local superiority, your soldiers stand around and cheer. Battle for Middle Earth II (end-match at victory), Age of Empires III (when achieving local superiority) When achieving victory in general it needs to be more exciting or dramatic. Right now it's kind of dull. Maybe an inspirational audio quote from a civ or culture specific icon like Alexander the Great or Hannibal. Likewise, defeat should feel more dramatic too. Battle for Middle Earth II, Rome 2: Total War Soldiers in battalions. Battle for Middle Earth II, Rome 2: Total War Choices when phasing up or at the beginning of the match. Age of Mythology, Age of Empires III, Hyrule: Conquest Automatic phasing based on city size (population or number of buildings or both, don't matter). Clicking the "tech" which costs resources to phase up the city seems weird, when you could conceivably build 100 buildings in "Village" phase and have max pop and nothing happens. Building snapping to each other, making neat clumps and general neatness. Good for houses and farm fields especially. Age of Mythology, Age of Empires III Note, we don't mean a grid. The snapping alone is good enough in these games without a grid. Farmlands Delenda Est, but not as hacky as DE's implementation. Naval Battles need some love. They move weird. We understand they can't have 100% realistic movement like in Rome 2, but something a little better than now would be nice. Battle for Middle Earth II's ship movement was nice and fluid. Age of Empires III's ship movement wasn't horrrrrrible. Ships should probably just be shrunk in size and forget about the whole "garrison troops and siege weapons on the decks" idea unless you're really going to put a lot of effort into making that work. If you shrink them, then make them customizable to approximate the original intent of garrisoning archers and siege weapons and stuff. Ramming. Just a simple double-click charge attack. Speaking of which: Charging. Would be cool for melee units to have a charging ability, especially if the game has battalions. A simple double-right-click could initiate the charge. Can make it act like a rechargeable special ability and/or base its effect on distance. Add a "mass" stat that can determine the effect of the charge and how hard it pushes the target units around, if trampling effect occurs, etc. Rome 2: Total War, Battle for Middle Earth II Goat conversion. Age of Empires series Animal Fattening Age of Empires series Jr. especially misses this one for some reason. Fear and Morale Not like in Total War where your units become uncontrollable and run away, more like in Battle for Middle Earth II where units are afraid to attack certain targets or are slow to follow orders. I'd imagine sending a battalion of basic-ranked spear dudes to attack a bunch of squadrons of Armored War Elephants would instill a bit of trepidation. lol Run Amok for some units, like War Elephants and Chariots. They go Gaia and attack everyone around them, including once-allied troops. Gain +100% attack and speed, but start to lose health. Can be converted back to your side with Priests. Rome 2: Total War Priest Conversion ability. "Wololo." Age of Empires series. Jr. didn't know what "Wololo" was. lol Mercenary Camps and Villages like in Delenda Est. Just in general, things to make the map come alive more, or make map control more interesting. Merc. Camps are a good way to do this and are easily implemented. What do you guys think? We think all of these suggestions fit together just fine. Not too random. Jr. also thinks this UI is "beast."5 points
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The gifs look so good that it'd be a shame not to have it. Imagine some guys walking through the forest with torches or a campfire at night!3 points
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I forgot, here is the latest Announcement that was put here https://www.moddb.com/mods/0-ad-ponies-ascendant and it is lately gaining some popularity @stanislas69 and @Angen did an amazing job for fixing it up lately. Ponies Ascendant Announcement.rtf2 points
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> pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134 C++ Symbols loaded. pyrogenesis.exe!CLogger::Render() Line 215 C++ Symbols loaded. pyrogenesis.exe!Render() Line 263 C++ Symbols loaded. pyrogenesis.exe!Frame() Line 416 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00cb0008) Line 632 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00cb0008) Line 678 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00cb0008) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x0072ac48, unsigned short * wenvp=0x00738f70) Line 151 C Symbols loaded. pyrogenesis.exe!__tmainCRTStartup() Line 623 C Non-user code. Symbols loaded. pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!74f88484() Unknown Non-user code. Symbol loading disabled by Include/Exclude setting. [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] Annotated Frame Looking at the call stack, disabling GLSL and postprocessing should do the trick.2 points
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Hello fans of RTS games We are a team of indie developers, and we are creating a RTS game about the alternative history of the Middle Ages. Visually, our game is similar to the Total War series (in indie performance), but the mechanics of our game are much closer to the StarCraft. A distinctive feature of our game is the dynamics of game events and the balance system of the game sides. More you can find in the YouTube: https://www.youtube.com/watch?v=lObdZmoflDg&t We launched a demo version of the Taste of Power in free access. If you are interested in making a review of the demo version of our project, we added a link to the alpha version of the game: https://store.steampowered.com/app/758250/Taste_of_Power/ I hope you enjoy the game. I wish you have a nice day!1 point
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Those are good ideas. Maybe @Prodigal Son could consider some of them for the design document. It's missing sockets I wish you had a coding team working on DE as well.1 point
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Works. They build Cult Statues now. Their placement is a little weird, placed like towers on the periphery, but I can't complain for now. Added to repository, will be in 23b. Thanks @mimo!1 point
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game's logs on Windows and you installed an Alpha release, use the Start menu > 0 A.D. alpha > Open logs folder shortcut;1 point
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Some new features are now that all units if in Formation move also as a formation, and forming a new formation assigns automatic a Hotkey Icon. From Version 2.0 on the balanced-mod is similiar to this mod, but without the more experimental features like champion auras or CC aura. You can get a impression how it works on youtube:1 point
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