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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Easy fix. Agreed. Agree. I think at first we wanted to stick with a strict roster of buildings and units because we didn't have a clear idea of how much work it would entail to do add or subtract unique building trees or unit rosters. Turns out it's actually quite easy when you have the right people on the team. So, we decided to go all out with the Carthaginians and make them truly unique in this aspect. We will probably experiment a lot more with this in the future.
  2. My point, taking Mumie's lead, is that you have to identify what you want to accomplish by simplifying farms. I'm assuming you want to minimize management, while cost is not really an issue with you. Cost is an issue for me and others. So, if that's the case, then I can see some compromise here by implementing an auto-seeder mechanism. It would act like AOM's auto-queue with one click of the button, rather than like AOK's method of having to continuously queue up batches of reseedings.
  3. I playtested it. Reminds me of where we were back in 2003. Best thing about it is the main menu music. HAVING SAID THAT, I wish them all the best. It is a difficult thing for a 2 man team to create an entire full conversion mod all by themselves.
  4. Basically my thoughts as well Mumie, except you were able to articulate it better. Another aspect about unlimited farms that I don't like is that we'd have to limit the number of gatherers. I hate hard coded limits like this unless they're for a very good reason (pop limit, etc.), but it would be necessary here because all you'd need to do is build one unlimited farm and task 20 gatherers to it. Yes, we could add some diminishing return feature for number of gatherers, but the fact remains that you'd only have to put in a minimal amount of wood and get infinite Food in return. I see nothing wrong with putting in some kind of auto-seed button or building up reseedings at the Farmstead like in AOK:TC.
  5. Mauryan Indians and the Han Chinese are two factions I would like to add at a later date after we've released 0 A.D. Part 1.
  6. There are a lot of things I wished formations would do. For instance, the column formation should "snake" along its path rather than continually wheeling around in a desperate attempt to maintain a straight line. The wheeling around looks pretty bad and unnatural. Usually soldiers would just follow the leader. Perhaps this would help pathfinding? Because all you have to do is calculate the path for the dudes at the head of the column and those behind just follow that.
  7. Yeah, I don't see the need to go into that kind of detail. You lose the resource the unit is carrying if you don't drop it off first before moving on to another resource. Simple mechanic. Easily understood. Done. End o story.
  8. Philip really missed his calling as a writer. This I truly believe. Though, he's no slouch as a programmer, either.
  9. I'm thinking the Iberian champion units could throw fire projectiles for a siegeing secondary attack. It all depends upon how complicated combat becomes as we add more and more features. We may just want to stick strictly with defined roles for different types of units (meat units=capture, siege units=siege).
  10. The readability is there. Not much difference. We can go with the full transcriptions. Can you go through the Hellenes profile here and see what you can list? http://trac.wildfire...Civ%3A_Hellenes If you do, then I will change all of the <SpecificNames> to match your list.
  11. Well, I guess it depends one what you interpret "big" to mean.
  12. I shall honor your request. I still need to make some adjustments to the map. The AI soldiers get stuck easily in the mountains. Maybe recommend this map as a multiplayer map?
  13. Maybe list both ways if you can so we can make a decision on readability?
  14. Yeah, this is what should be done. Some effects too would be nice. (See the Battle for Middle Earth II "victory" effects.)
  15. BBC/HBO 'ROME' does a very good job keeping it accurate while making it entertaining. It gets a lot of the background elements spot on. The colors. The uniforms. The architecture. Season 2 is where they took the most liberties with the characters since it was canceled and the season was cut short by 2 hour-long episodes.
  16. Both players start with 50 units. qBot rushes me immediately.
  17. I put the palms in the low lands and near the ocean, then various pines in the highlands at various densities.
  18. A map I have been working on for a couple of days: "Zagros Mountains." It's a "Persian Civil War" type of scenario where it's Persian vs. Persian. The terrain and trees are all done. I just need to add fauna for hunting and bushes and rocks for eye candy. There will also be another couple of surprises.
  19. He is also very very active on IRC Channel. You can interact with him every day there if you wish. I know for a fact a very awesome gameplay patch is coming down the pipeline. Something big the game's been missing.
  20. I think the bots need to put up new expansions by the 10 minute mark. Then every 5 minutes after that. This will of course change once we implement Settlement Phases (Ages).
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