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Thorfinn the Shallow Minded

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Everything posted by Thorfinn the Shallow Minded

  1. As a proposal for those interested in making one, I'd recommend making it based on the greek letter ψ. It has the advantage of looking like a fork and being classy as well.
  2. What I want to see is a logo. I looked around the internet for 'epic forks' yet found nothing satisfactory for meme purposes here. That needs to change.
  3. Do you think that forests of a particular density should be impassable? One of the things that does bother me about 0 A.D. map design is the complete lack of proper chokepoints, and this would do a good job of changing that. Perhaps there could also be a middle ground. Some units like skirmishers could move through them, but most would be unable to do so. On the other hand maybe cavalry could be the only ones. Thoughts?
  4. By and large I like a lot of these changes done. They're minor, but a lot of them are quality of life things that definitely seem like they should have been implemented. I was wondering though if there would be a way to have people working at an economic task could have a different movement rate when they are armed. I feel like that would be the ideal option; coding it might be admittedly difficult though.
  5. Age of Empires was never meant to be played indefinitely; matches tend to last 20-70 minutes depending on players. Running out of wood rarely the decisive issue when things like gold and stone deplete much faster. You're clearly looking for something else in single player that can't be found in Age of Empires.
  6. I don't really follow your critique of Guns, Germs, and Steel, Sundiata. Simply speaking, the book explains the decisiveness of particular technological advancements that allowed for europeans to defeat significantly larger forces in battle and effectively subjugate empires that were sophisticated on their own right and then explains a lot of the factors required to develop such advancements. The topic is straightforward, and the author doesn't diverge. There were impressive advancements to be found in the Americas that are worth study, but those were largely unrelated to the thesis and wer
  7. I think that it would be fair to point out that the armour that the Metatron is referring to is post-Marian reform. The point being that soldiers at that time were provided with their own arms due to their being professionals. Pre-Marian legionnaires would have supplied themselves with helmets and the like, meaning that it would be unlikely that there was one single kind of way to identify a centurion.
  8. There was a proposal a while ago to make walls be a matter of making a circuit around a selected Civic Centre with the press of a button. This would make the walls be able to get away with being directional without the aforementioned problem. Obviously this restricts the player's ability to use walls compared to Age of Empires and was probably scrapped for that reason. That's not to say that someone couldn't mod that sort of thing into the game though...
  9. Not to say that this justifies that choice, but Age of Empires III lacked blood.
  10. I definitely wouldn't be surprised if they went a bit too far with the nerf. Usually that's the way balance patches work.
  11. Saw that game too. Not every day you see Viper that far on the back foot. All said though, it's not surprising with Steppe Lancers. When Rise of the Rajas came out, Vietnamese were overpowered, and Malay were dominant on water-maps. Apparently the developers are going to be hitting that unit pretty hard in an upcoming patch. These are a list of the alleged changes coming up: Gold cost from 30 to 45 Attack speed lower Movement speed lower -2 attack on both normal and elite These changes will make them only 25 resources cheaper than knights but with two less attack.
  12. Here's a clearer outline of one of the factions I proposed: Placeholder Name: Nomads (or Horde) Lore: Earth gradually dwindled itself of resources, and humanity had to leave, but all attempts to terraform planets proved expensive and resulted in failure. Instead, the people who survived of the human race did so through intense genetic engineering. Now they roam from planet to planet, taking the resources before finding a new target. The few that remain unaltered humans are the elite, commanding their thralls from the comfort of small habitats suitable for the true remnants of the
  13. Thoughts on buildings: it would be nice for them to move. I see one faction as a nomadic one that is used to exploiting the resources on a planet and then leaving. One of their strengths could be fast but inefficient collection of resources. Their buildings can move, maintaining things like unit production during that time, but if they are idle they can move significantly faster. Some structures could perhaps be even considered more like self-propelled artillery. A huge downside could be a hard cap on how many of each type of structure they could make. Probably they could have a variety
  14. I would actually contend with the idea of that that type of lance would require a two hand grip. All of the images you posted lack one critical detail, the massive counterweight. Also, none of those seem to be from the successor kingdoms. Furthermore, the Alexander Mosaic clearly shows Alexander holding a lance of comparable length with one hand. That work is considered to have been a copy of a Hellenistic painting, making a valid piece of contemporary evidence for that kind of fighting style.
  15. Introducing the elephant tower, a mobile building that also functions as a dropsite.
  16. It's rather interesting talking about attack rates of archers since I was just thinking about that. A major difficulty in tackling the issue is that there is little concrete evidence other than one person stating that they can loose arrows from a specific draw weight. An archer might be able to according to a few estimates, shoot 15 arrows in a minute, which I'd say would be viable from a gameplay perspective. I'd say the point that should be for how they would maximise effectiveness is in attacking unarmored combatants; most arrow wounds during the Middle Ages were facial, i.e. the soldier
  17. I think that when considering the addition of a day night cycle, the primary basis for it is graphical. Age of Mythology sort of had one with the way Eclipse god power and Fimblewinter god powers worked. One of the ways that having that really worked for the game was since there were lots of particle effects to enjoy during them. Most non fantastical rts's lack that kind of light show to justify one. Empires Apart had some interesting gameplay mechanics that came into play with day and night, but I don't think that the style really meshed well to make anything cooler.
  18. I personally don't relate to the flak people are giving about the art style. It's definitely a departure from Age of Empires II and Age of Empires III, but I wouldn't say it's too significant if we look at the original game or Age of Mythology, both of which had rather exaggerated graphics that were colourful (Think about the bones that villagers used to attack things and tell me I'm wrong.). Even Age of Empires II was a bit like that in some rather interesting unit designs like berserkers and teutonic knights. None of the proportions are off, and while it's perhaps a bit on the
  19. Luckily I doubt support will drop on the day of release. The current reaction on steam is around 74% positive. Hardly the best start, but I've heard of worse game releases.
  20. I would be interested to see how you see siege units fitting into the meta (not regarding buildings of course).
  21. I like the clatter sound you have of the shaft hitting the bow, but could it be made a bit higher? As is, it sounds a bit odd, like pieces of bamboo striking. Maybe a demonstration of a medieval warbow might give a better representation of what I'm trying to communicate. https://www.youtube.com/watch?v=o4Vd3KP-LnQ&frags=pl%2Cwn
  22. Just another question because I expect this game to have the same graphical quality as a triple A title. Could the explosion particle effect more emerge from the area of impact as opposed to it just popping into existence? Maybe it's just the slo-mo that makes it look a bit problematic.
  23. I wonder if direction could be integrated into the impact based on the vector of the projectile.
  24. Good work thus so far on an aspect that has been severely lacking. That said, I think we need a sound effect for capturing...
  25. Onto the point that Darcreaver makes, I think there is more validity than most of us give credit to. If there is going to be micromanagement, it should feel meaningful rather than just necessary. A lot of the Age of Empires economic decisions unfortunately like that, and I'd say that providing better automation to economy would allow for a much more complex system to exist. I'd personally like trade and farming to be better expanded upon. Farms could gradually eat up the nutrients in soil, decreasing the gathering efficiency and forcing players to have farms planted elsewhere if they
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