Jump to content

Marcus Petrius

Community Members
  • Posts

    78
  • Joined

  • Last visited

    Never

Everything posted by Marcus Petrius

  1. But then it wouldn't be autoscouting anymore. I want him to continue looking around when he's in that spot.
  2. Isn't the healthbar normally green yellow or red to indicate the health level? I think colouring it in a different colour would make the selection of healthy units less intuitive.
  3. I don't want to see ships that fire huge projectiles for no particular reason. That's one thing that has always bugged me with AoE and AoK.
  4. To stop it from spreading untill the game's finished? If the beta gets all over the net when the game is out, people who want to play multiplayer might encounter people who still use the beta version. But there's probably a simple solution for that.
  5. Yeah, but that was on a CD. You didn't have to download AoM, and there was noone that had to upload it and pay for the bandwidth you used for downloading.
  6. You could actually, it would just be hard to see which units are yours. (excluding the possibility of a standard bearer, because that really does nothing when your units are all engaged in 1-on-1 combat)
  7. But they were created from your citizens. That would be very strange. This is only one of the problems. Another one is how it's going to function: I decide to give my ally a few units. Does he have to accept them? What does he have to do to accept them? Should we reach an agreement first over chat?
  8. Highland. I don't like things where you start out near a coast. I don't like to defend against ships that fire things (not very accurate anyway.) so there are a lot of maps in AoK that I don't like. I would however like to defend against an amphibious assault. That would be great. Imagine: June 6th, 0 A.D. 06.00 o clock Landing ground Alpha Well you get the idea I guess. A lot of 'exploding' (Without fire these smalls ships can hardly explode, I mean just being blown from the water) transport. Suddenly they open and the defending men on the hill start firing their arrows. Wow, as soon as the game's out, I'm going to make a D-Day scenario.
  9. So? None of the fantasy units you suggested fit in the time frame, so you could as well add a hanging person.
  10. Does that imply that you can put units under someone else's command? What would happen to your pop cap if you do that? Would they still fall under your population or under the new owner's?
  11. I thought ships would be treated as if they were pieces of movable land in the water? That way it wouldn't be hard to have units board ships, because they would just be walking over land engine-wise.
  12. I think it's a good thing you're moving towards the 'every unit should be unique' idea. And that might also take away the need to use colours on the uniforms of the units (well, you might add colours to the shields), which I think isn't really nice to see for some colour values.
  13. Only 20mb? If you want a movie for every mission, that's gonna add up to a whole lot of mb's. Even if you use 5 mb movies for every mission (let's say there are 12 missions (=12 movies). That would add up to 60mb's for movies alone, and movies aren't really essential to the gameplay, are they?
  14. Of course I'm looking forward to 0 A.D. Other than that: Commandos III An age of empires game that has nothing to do with mythology (If that ever will be made)
  15. Using a supply train would be a great idea, but it should be different for the civs. Some civs might have faster chariots or whatever you need for the supply. You could also make it so that when the train is caught, the food 'in' it, is transferred to the stockpile of the defender(?).
  16. An auto-scout function is a must have now. About every new game has this, I guess. But I think that function is a bit limited, you just say to the unit:"Hey, just walk around anywhere you want." That's not really realistic. I might want a unit to scout, say, the upper right corner of the screen. Then I don't want him to walk into the nearest fog of war, I want him to go to that corner and do some exploring over there.
  17. - Realistic ruins (Some of them overgrown, some covered by sand) of buildings that are actually in the game. - Realistic ruins of buildings that were actually there, but not in the game - collapsed carts, siege machines and the like - A lot of random architecture things like columns and statues. (Even for civs not in the game, such as Egyptians) - About the same things that were in AoE, AoK and probably stuff the designers of the original scenarios will demand (They are the first ones with practical experience, so they know what they need).
  18. I thought of this as something that could occur in certain scenarios. Other than that, people would have to make it themselves in the map editor or check an option in the random map script. Just to give an example where it could be used: In a scenario where a map of whole Greece is used (That would be huge, if you would at least try to get the scale right), no fighting can take place in Delphi. Of course, Sparta isn't going to visit Delphi en route to Athens, as it is way of their route. In this case it would just be something extra for troops that accidently (or maybe, if the player decides to implement Delphi in his strategy anyway, not so accidently) end up in Delphi.
  19. Adding to the holy places idea: Could you make it so that there are certain spots on the map where units can't attack eachother, even they are eachothers enemies? See this as a sort of sanctuary that can only contain so many units within a given radius. I'll give a quasi historical example: Somewhere south of the city of Troy there was a temple of Apollo. Both the Greeks and Trojans visited this temple and they were rather friendly to eachother when they were there. No something more historical: When in ancient times people were convicted or something else happened that meant they had to die, they often ran into a temple to find refuge. Cleopatra VII's sister even camped out in the temple of Artemis in Efesus for a long time. ______________________________________ I think the rushing restriction shouldn't be distance based, but time based. It makes the rushing far more accurate. A more mobile civilisation be more able to rush than a civ with a very slow army. You could make it so that the soldiers are forced to come back to the home town every two (?) years, or garrison in a fort(I don't even know if fortresses will be in the game) (again for a maximum number of years (an extra 2?)) and if they don't do either thing, their stats start going down gradually. This would make the maximum of a campaign with one army 4 years. By that time, you should've had enough time to make reinforcements, given the fact that you didn't send out all the soldiers you could make based on your pop cap at once. A really huge pop cap would be a great help here too. Make it so that people run out of resources in their stockpiles before they run out of population. Just my two cents.
  20. The selection thing should be something like in cossacks, I guess, especially if formations are going to be as important as I would like them to be. Of course, the pop cap should be very high too. I want to see huge armies of hundreds of units on both sides clashing in epic battles, not minor skirmishes of 12 swordsmen and 4 archers against 6 cavalry units and a catapult. Some real battles would be great.
×
×
  • Create New...