Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-06-02 in all areas

  1. Some games also provide economic victory conditions like Economic resources be the first player to store a certain amount of food and/or wood, stone, metal could be made more interesting with randomly placed treasures Economic buildings be the first player to possess x1 buildings of type y1 [and x2 buildings of type y2 [and ...]] similar to wonder victory condition Economic units be the first player to possess x1 units of type y1 [and x2 units of type y2 [and ...]] Economic population be the first player to hit x total population Other popular victory conditions which are still non-present are Regicide/Herocide every player starts with a unique king/hero unit and loses when it is killed already planned, see #2160, discussion can be found here King of the hill in the map center there is a structure which has to be captured and owned by x minutes without interruption in order to win not that much discussed yet Relic capture all relics on the map [for x minutes] first relics need to be implemented, see this topic Defense you start with x1 buildings of type y1 [and x2 buildings of type y2 [and ...]] and need to hold all / at least one of them while destroying the enemy ones a common example is wonder defense Defense units could be a victory condition where you must not lose a group of units (generalization of regicide/herocide) Invasion singleplayer version of defense: hold the buildings for x minutes in order to win Invasion units could be the singleplayer version of Defense units I would also be interested in some experimental modes like Bloodshed be the first player to kill x1 units [of type y1 [or type y2 [or ...]] [and x2 units of type x3 [or type x4 [or ... ]] [and ...]]] unit type would usually be citizen soldier and champion and hero if you lose units of the required type yourself, they could be removed from your count, so effective healing is a key to success during village phase the count per killed unit could be tripled, during town phase doubled Destruction like Bloodshed, but only destroyed buildings add to the count building type would usually be any, because otherwise players would avoid building the required types Capture could be a victory condition where you need to capture the buildings instead of destroy them It is very important to be able to combine several victory conditions, see elexis' ticket.
    4 points
  2. Hi, I have a couple victory conditions ideas that could be easy to implement for next alpha if you like them. Conquest Civic Centers Lose all Civic Centers makes timer 5 minutes to defeat. This always seemed like the important thing, to protect the Civic Centers at all cost. Conquest Any Any of the criteria for any Conquest condition can be met for victory, So, kill/capture all enemy units, or kill/capture all enemy buildings, or kill/capture all enemy Civic Centers (for timer victory). This give multiple paths to victory.
    3 points
  3. Thanks to new code added to the game, I am able to complete my blacksmith tech trees with "Forging" and "Metallurgy" techs. Forging Reduce the cost of Blacksmith techs by -25% and unlock all other blacksmith techs. Research time: 40s Metallurgy Reduce the research time of Blacksmith techs by -50% and unlock all other blacksmith techs. Research time: 20s So, neither cost resources, but you must choose one or the other in order to start researching scrumptious techs at the blacksmith.
    1 point
  4. @elexis: How's this? (I'm a bit uncertain about the color choice though)
    1 point
  5. IRC, to avoid infantry block the ram movement. A somehow "simple" way to introduce ladders without implementing movement on the walls, would be a ladder unit that can garrison units (they should follow the unit and be able to be attacked) that can unload (with a process bar) units into enemy walls. Then, walls should have "enemy" prop points next to the civ props, and units in walls should be able to fight. Melee units should be able to attack others units on wall section altough not in range. (yeah, ,maybe would look a little ugly) When a wall section is garrisoned only with enemy soldiers, then would be captured to that civ. It shouldn't be able to be deleted (unless is in civ territory). Ungarrisoned walls that touch an occupied and captured wall, should be captured. Wall towers could work as firewalls. Don't know if its a very simple or hard concept to implement
    1 point
  6. But anyway maybe we should take the ladder men from Stronghold 2 (not Crusader, or original) the ladder men are able to serve as combatants without the ladder, but with the ladder are sitting ducks. Another idea from Stronghold is units can only attack palisade walls, not stone walls. But will someone answer me on why we don't want Stronghold Crusader micromanagement? It is simpler than a lot of other RTS's (until the combat comes at least)
    1 point
  7. In AOM you started with a citadel instead of a village center. Basically the same but stronger. Perhaps in this case civic centres should also have double the HP, capture points and max garrison.
    1 point
  8. My problem has been solved, thank you very much my friend sanderd17.
    1 point
  9. haha, was just a friendly reminder, Lion.
    1 point
  10. 2 px is not too much , by the way I need do the portraits version. fixed
    1 point
  11. 0 AD Europa Barbarorum edition!
    1 point
  12. I think the problem we have now are having the ability to quickly dispatch aggressive forward defenses, without making domestic defense completely useless. And rams, especially rams. I like the idea of light rams and SLOW rams, what's this with pushing a ram faster than a syntagma can march? silly, especially considering that ram can still smash the syntagma to pieces in its current state
    1 point
  13. It looks like the Golden eagle would be best wrt habitat and fame. Do watch out, when you use pictures to texture from, the pictures should be licensed as CC-BY-SA or compatible (CC-0 and CC-BY are both compatible). Wikipedia always mentions the license, and Google also has the option to search for pictures labelled for "reuse with modification". And also keep track of what pictures you used, so they can be credited correctly.
    1 point
  14. Civilian and military spy and thief units. Civillian spy- female If i make a spy female unit and task her on the fields of my enemy, he will not notice as the woman will appear to him in his own team colour and also take up his population slot and work for him that is add food to his stocks. But her line of sight will be visible to me. This can be used by any enemy civilization as the unit is simple generic female. Also this will be available from village stage. And can be trained from civic centre. Millitary spy - Normal military spies (Baracks) These Millitary units will appear as his own units to the enemy based on team colour. They will follow all his orders to arrange themselves in formations and march upto a designated point as he wishes. But when he orders them to attack my own units by right click they will just march up to the target and do nothing. Also millitary spy units can be used by me to attack his own units but when i do so the unit will change it's colour to my team . Champion level military spies - (from fortress only) These spies will be similar to normal military spies except that they will have additional bonus against heroes and champion units. And they will be enemy civilization specific. That is one can not train just a generic champion spy. It has to be specific like spy vishkanya swordswoman against mauryans. All spy units will be invisible in neutral land. And spies in your territory can be revealed if you press a button with some cost in your cicic centre. All spy units have extra 50 metal cost.
    1 point
  15. The public mod (the main game) is spread with the installer exe, but it's not part of the runnable pyrogenesis.exe. Pyrogenesis is only the engine, it doesn't include any mods in the exe, and won't run if it can't find mods (the gui is also completely defined in the mods). Buy I guess you can make pyro find the correct mods on the stick. Maybe you'll find it easier to start from our SVN repo, as when you copy the entire repo over to somewhere, it should run fine.
    1 point
  16. Vanilla game need to take my improved boat sounds too.
    1 point
  17. Cost, build time, and all that stuff for Walls is not set in stone (harhar). It could very well be that cost be increase or building time or combo of both that can balance the time and resource necessary to build walls. I can also see maybe increase siege effectoveness to walls, but 2 hits is outrageous, consider that building walls right now is a pain in the @#$% too because of pathing. It is difficult to say this or that should be done when pathing for these things are not optimize. We do not know the balance of cost, build time, and management (HUUUUUGE consideration, a cost itself) of these things in the end yet. Remember you are play a game still in ALPHA stage. PS: I enjoy spirited discussion so do not take offense. EDIT: Also condider the possibiluty of making walls cheap and weak in the beginning, but if player want strong walls, then uber walls, they have to PAY for it with technology upgrades. Game is very short on these right now. Think outside the box, brother. EDIT2: Make the Turrets expensive and take longer to build, but then make the curtains between them cheap and fast to build.
    1 point
×
×
  • Create New...