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Everything posted by av93
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Skiritai tactics it's nerfed in actuall SVN. Edit: At least in paper
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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
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+1 to outline some kind of resources, maybe gaia treasures
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Probably this strategy would be nerfed with the next alpha. If I recall correctly, the planning for the game was having 25% less work rate per level, so a Elite unit like the spartan commando will be -50% worst working, but was broken until now, that was fixed. So if you focus on building a economy based on commandos, you will be a step behind another player with the same level in the economical side. @elexis correct me about that. I think that this fix doesn't appear in the changelog. EDIT: Maybe Skiritai Commando (Ekdromos Skiritai) should be renamed to Skiritai runner (Hammipos Skiritis). very short to read Sources 1, 2. Maybe not. I found the explanation that Mythos have in mind here. But this is a little Off-topic. EDIT2: 18131 and 18165
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Hmm, well isn't the same "bronze" age and classical age. Just wanted to make my nerdy social anthropologist point and disturb a little
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I like a lot the new changes, at least in paper. We will see what kind of gameplay gives. @elexis In the Alpha XXI changelog, it says that r8025 adds champs in town phase: I had dig in the files and didn't find which ones, maybe the stoa champs? Edit: only the Thracian Black Cloaks?
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Well, Ancient Egyptians were in 2000-1500 BC, and Millenium mod first part is into 500-1000 A.D. 0 A.D is into 500 B.C and 1 B.C, so technically Millenium is closer to 0 A.D in time-space
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It looks too rigid or should be like this? edit: (the sling)
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It reminds me the ruins of cinematic of the first age of empires. Nostalgia factor
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I like it! Just out of curiosity, there's some historical source? (I won't complain, anyway) Specially for the outside table.
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Simplifying building/unit system
av93 replied to av93's topic in Game Development & Technical Discussion
Maybe I mixed different concepts (entities and templates), but I think you already get it. Just wanted to know if it was possibly to simplify. -
Simplifying building/unit system
av93 replied to av93's topic in Game Development & Technical Discussion
Yes, but I was trying to say if there could be a system to define the actor, by the civ that want to build it, in the entity. Then the numbers of entities could be reduced, if a lot of entities just change the name and the actor. -
Simplifying building/unit system
av93 replied to av93's topic in Game Development & Technical Discussion
Civ bonus or special template, but we would have try to avoid them. In this case, there could be 2 templates: low_houses and big_houses. This way you cover all factions. -
Now I won't confuse between barracks and markets! Nice job with the wonder!
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Last night I was thinking about how a Age I mod could be done. Btw I realized that maybe 0 a.d uses too much templates: Instead of ptol_house and athen_house, couldn't the actor be defined in the template file depending on the civ, and then with a dropdown list near and like the player selection one, for choosing the civ variant for the actor. The same for common units. This way there would be less templates and the list should be cleaner. Maybe I didn't express well, but the objective would be doing something like relative parents with actors in one file, instead of making a lot of them. What do you think?
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The ancient age mod for Aoe III used a miner unit: was basically an infantry unit that changed to a shed, doing damage without projectile. Maybe it could be implemented for ram only civs, but allowing to targe only walls, turrents and fortress. With a long range like stone-throwers, and a limit of 2 (for example).
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Meanwhile, a simplier version can be made. It's a matter of organization and some map making, no need for new features. A tournament could be made with x maps (I would say 3) with 3vs3 players (for example). Each tournament could be a historical one with three major battles with or without some triggers. The winning side could have some bonus units/eco/whatever you want for the next scenario.That could be announced in the homepage and other media. Broadcasting, youtubers and polls (for who will win) could add some excitement, and could bea way to make some advertising for the game. Then, every game it's finished, it could be a new article/video explaining the battle and showing the results. Balancing could be the only problem. But just for fun.
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I think that 100% more unit it's too much. Maybe with only 50%? BTW, models would have reins?
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Mantlet units would give more diversity to ram-only civs.
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The very bad reception of AOE 3
av93 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I agree, but what could had happen if they had make a good port and a good marketing strategy instead of... a fast cash grabbing. We won't know. -
The very bad reception of AOE 3
av93 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
They really screwed with the HD ports. A lot of bugs. If they have made it well, they could have more profit. I'm thinking about E-sports and that. Don't know if Aoe HD could have reach them. -
I would give you only feedback when the game is released. I won't play Alpha XX a lot, but Alpha XXI looks promising with the new features and I will try to make some thoughts on.My core idea is that all strategies should be viable (booming, rushing and turtle). Then comes the design decisions. In last alphas with the champ spam strategy, rushing with c/s was a little suicide. Don't know about the new changes that you propose how affect gameplay, but, if it's needed to make rushing more viable, it had been suggested to nerf Civic Center defensive potential and then grow with each phase. And last, if secondary attacks get implemented this alpha (please!), it would be nice to try to balance the hybrid units. Spearman champs armour and hp, with an archer champ range, attack and rate of fire, could be very unbalanced.
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The very bad reception of AOE 3
av93 replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I enyojed a lot AOE. Was my first PC game that I bought. But I understand that some more older players didn't enyojed. Can agree that leveling system for multiplayer was bad, but also an icnentive to play: you always could select to play people with a max of 10 level of difference, if IRC. The problem with Aoe I is that it's very old: art and gameplay could be cool, could have a lot of nostalgia factor, but things like little population limit, poor AI and pathfinding, etc.. I think that AOEO was worst: the pay-to-win model and the very cartoonish look. Don't know why they re-use all the engine and art to make and actual game. -
He's from Spain Okey, thanks!
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Looking into the #3911, I suggest that instead of clicking into the gear for being able to know what it's the level of the AI, show in the main screen something like Player 2: Petra Bot (Hard) like Warcraft 3 and other games. Don't know if it's the current plan.