Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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No. No unit has such "modes." Besides, within the time frame of the Persian faction we are portraying (5th century), the Immortals were primarily an infantry regiment. Later on in the 4th century there were various other elite regiments, some infantry, some cavalry (Attendants, King's Companions, Apple Bearers, Spear Bearers, et. al.).The Cardaces are a 4th century unit I threw in there as an Easter Egg unit, only trainable from a special scenario-only structure.
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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Sparabara, Immortals, Cardaces.
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qBot (yet another AI)
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
qBot also sends tons of females into my base to gather from my chickens. lol -
Advanced attack features
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
That's okay with me, since siege weaponry of our era were rarely used in field combat. They're meant in our game to bring down buildings. Attacking units would be secondary to that purpose. -
Advanced attack features
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
Mike's thoughts. Accuracy It would be simple to just add an <Accuracy> element to the <Ranged> attack. I'd prefer doing it in the template to using a script. Accuracy distance (a lot less accurate near MaxRange; more accurate at mid range; slightly less accurate near MinRange) could maybe be adjusted in the templates too, but editing this is less important to me. I am fine with distance accuracy decay occurring uniformly for all units. Adjusting the top level accuracy in the template would be more important. Splash Damage/Friendly Fire I'd like it to work exactly like Age of Kings: The Conquerors. Splash damage-inducing siege onagers would not fire automatically if it would incur friendly fire casualties. However, the player was able to override this behavior and manually target the enemy, even if it would incur friendly fire casualties. At any rate, I think Siege Engines should only auto-fire on Buildings within range anyway, so this may be a moot point. Something like this perhaps: Catapult (stone thrower; has splash damage) Auto-fire on buildings, manually fire on units. Bolt Shooter (shoots bolts, or giant arrows) Auto-fire on units, manually fire on buildings. Height Bonuses Maybe it's just me, but such a thing rarely seems to affect the outcome of battles for me. Perhaps the bonus in other games wasn't steep enough for me to notice. I know Age of Mythology had it in a very simplified way (if you were X tiles above the targets you get Y bonus and that's it; that's my understanding at least). I think the bonus here in real life was because the enemy wore themselves out marching up the incline to get to you, plus marched slower so were then within optimal range of your arrows for a longer time. Perhaps make units march slower up hills and be done with it. Not sure. Trample Damage 100% trample damage when running, 50% trample damage when walking, 0% trample damage when stationary (fighting, idle, or otherwise). Stamina This is needed for charging and running. The Sim1 implementation was pretty decent from a simulation standpoint, so we should start from there. Where is that spreadsheet were were working on a few months ago to set some priorities? -
Advanced attack features
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
Hmm. Perhaps half trample at walking and full trample when running. The blades are still spinning, after all. -
qBot (yet another AI)
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
Right. I think we need proper "Observer" support. -
qBot (yet another AI)
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
You're supposed to kill the camel. lol At any rate, I'd like to have an "Observer" option for multiplayer, so a person or two could watch a multiplayer match unfold. This would be great for learning and for tournaments. -
I also post screenshots on Moddb once or twice a week.
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We had a news post on Moddb just 4 days ago.
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Right. For custom maps, the designer can choose any color. For skirmish random maps, then there should be a list of default colors.
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Another thing to note is that this 1 video has 2000+ views and 100+ positive comments within 2 days. It pays to get the right people to make videos of the game.
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Catapult Animations next release?
Mythos_Ruler replied to General Octavian's topic in Game Development & Technical Discussion
Hmm... The reason the cannons in AOE3 could move slowly over short distances was because they had gigantic wheels on them. Catapults in 0 A.D. (and 0 A.D.'s time period) do not. I think it would be interesting to allow things like siege towers and battering rams to move at-will, but to require packing for catapults. I could see things like scorpions and oxybeles (bolt shooters) being moved by soldiers carrying them though. Packing allows them to be very powerful, but also very vulnerable to cavalry charges. -
Catapult Animations next release?
Mythos_Ruler replied to General Octavian's topic in Game Development & Technical Discussion
I thought the Trebs in AOK acted just like how you outlined? Now that I think about it, it was always manual. So, yeah, I like what you outline better. Basically what you outlined is how CANNONS are treated in Age of Empires 3. If you task them to move they will pack up and be moved by horses automatically. You can also override this process with UI buttons. A couple of other things I liked about Age of Empires' siege weapons: -- Trebuchets and fully-upgraded catapults can mow down trees by targeting them specifically. -- You can "attack ground" for a constant barrage. -- Splash damage to mow down formations of enemy troops. -
Catapult Animations next release?
Mythos_Ruler replied to General Octavian's topic in Game Development & Technical Discussion
We can do it just like the Trebuchets in Age of Kings. Pretty much exactly like that, actually. -
qBot (yet another AI)
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
Updated. Playtested. Got AI warnings regarding troop strengths and such. And qBot never did raid me or attack me in force. -
Catapult Animations next release?
Mythos_Ruler replied to General Octavian's topic in Game Development & Technical Discussion
We'll be adding animal animations and stuff like that all the way up to Gold release. -
The blue you see is player color. Purple is one of our player colors, so putting a bunch of purple on our units would conflict.
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Rome knew about China and vice versa. They had little diplomatic contact though.Out of all these factions though, I could see adding the Indians and Chinese in the future, but only after we complete everything else. Some kind of hybrid Mesoamerican faction would be good too. Maybe have a "mesoamerican" culture, then allow the player to choose different tribes as sub-factions the way we allow the Greek player to choose between city-states or Macedon.
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The Hindus could be balanced with a 'Milk' technology that no other factions get. There are options.
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Resource rally points are now added to the game. Just playtested and found it a significant improvement!