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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Some testing: "Big House" (Hellenes, Persians, Carthaginians, Romans) 1200 Health +10 Pop 150 Wood 1 builder = 120 seconds 3 builders = ~40 seconds 5 builders = ~25 seconds 12 builders = ~10 seconds "Little House" (Celts, Iberians) 800 Health +5 Pop 100 Wood 1 builder = 80 seconds 3 builders = ~27 seconds 5 builders = ~17 seconds 12 builders = ~8-9 seconds Conclusion: Don't use 1 guy to build a whole house by himself.
  2. When I increased unit speed last Alpha, I neglected to increase the speed of Advanced and Elite ranks as well. I'll do that now.
  3. Except for cavalry, I don't find movement speed to be much different than Age of Mythology. And we don't want the game to play like Starcraft. Our units are walking, not driving mechs.
  4. Well, we'll try it both ways with Hero lives, is what I meant.
  5. Working on the Median Cavalry. They are classed as Cavalry Javelinists (i.e. Cavalry Skirmishers). The Elite form shows some Scythian influences. They are pretty much done, except I need to redo the horse textures. Elite rank needs a new helmet as well. The Elite needs a new helmet. as I said. Something like this: Also would like a new head mesh, with the rockin beard and poofy hairdo. They're coming along though.
  6. You generally will never zoom in this far in the game. Just wanted to show off the high res textures.
  7. You're a fake YouTube animated gif. Unsuccessful troll is unsuccessful.
  8. Having said all that, we do want to include at least 2 game modes: Default, or maybe "Conqueror," mode with territorial restrictions; and "Classic" mode with no territories or restrictions. We might include more, but I think the consensus so far is to at least include those two.
  9. Some general comments and rebuttals from me: -- In all of the Starcraft 2 videos I have seen, usually HuskyStarcraft videos, none of the players build "forward bases." These are pro players, mind you. They build new command centers at pre-designated "expansions" (basically a place where a bunch of resources are dumped), build some nearby rax buildings of various types, and send units out from these heavily defended bases. AOE-style forward building is generally not a Starcraft gameplay feature, namely because resources are all clustered together at various points to create areas of contention or quasi control points. 0 A.D.'s style of play in this regard seems to be a combination of SC2 and Age of X. You first need a "Command Centre" (i.e. Civic Centre) to create an area where you can build rax. You can do this in a forward position relatively close to the enemy territory, while in SC2 you would not do this. In 0 A.D. there is freer placement of your command centers because resources aren't as concentrated together at expansion points. -- Units will have running and charging implemented within an Alpha or two, greatly speeding up combat. Plus we plan to give a movement bonus to units in column formation. Units fall in to column formation when tasked to move a long distance. This will speed things up as well. We also don't have things implemented like speed techs and the like. Lastly, there are some plans to include different game speeds in game setup. Something a little slower than the current game speed will be "slow", something a little faster than current will be "medium" and then there will be "fast." -- Pathfinding is being looked at. Trust us--we're as frustrated with the pathing as you are. Hope you appreciate the feedback to your feedback.
  10. BTW -- Shadows don't really look like that; they look like that because I used the "super screenshot" method and shrank it back down so you can see the textures better.
  11. We don't have bonuses implemented yet, brosephus. But rest assured.
  12. Add to the list! I'll keep adding to the list. I'll alphabetize once we get some input. ARMS ARMOUR -- Chieres/Manica: Segmented armour for the arms of a soldier (usually for a cavalryman) . Notably used by the Romans during the Dacian Wars and by Eastern "cataphract" style cavalry. -- Chamfron: Armour for the face of a horse. -- Peytral: Skirt armour for the chest of a horse. -- Is there a separate name for the horse chest armour that is one solid piece rather than a skirt? -- Parameridia: A piece of armour for a cavalryman's legs, usually scale mail or lamellar mail over layers of leather. They often look like small "wings" on the side of a horse. -- Crupper: Armour for the hind-quarters of a horse. -- Gorget: A single piece of armour protecting the upper chest/neck area of a soldier. -- What is the scale neck collar for the Persians called? -- Tube & Yoke Corselet: Synonymous with the apocryphal "linothorax." -- Thorax: Body armour. Cuirass. -- Hemithorax: Half-cuirass or breastplate. Presumably referring to metal armour only covering the chest or front. -- Greaves: Shin guards. Can "snap" over the shin and be held in place by the calves, or fastened with straps. -- Lorica Segmentata: A modern term for the segmented Roman armour of the Trajan era. -- Lorica Hamata/Hauberk: Chain mail body armour. -- Lorica Squamata: Roman/Latin term for scale mail body armour. -- Pteruges: Groin straps; overlapping strips of linen or leather that protect the lower part of the body, sometimes a far down as the knees.
  13. Thanks for your kind words. I'll answer a few things in turn: 1. Saving single player games right now is only in the early stages but is looking very promising. Likely a stable and useful game saving feature will be included in Alpha 8, which is about a month and some change away. 2. You can get the SVN version of the game, which has all the up-to-date files for the game, here: http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide
  14. Does not follow. "One per player at any time" precludes the possibility of spamming heroes, since you can only have 1 alive at any time.
  15. Do you have the Alpha or SVN version of the game?
  16. You have good pronunciation. I'm just worried about the background noise and artifacts.
  17. Playing as Carthage? I find playing as Hellenes is more challenging, actually. I tried it as player 2, Hellenes, and found it much more challenging. Of course, I was playing against qBot this time though. I should try it against Jubot and see.
  18. qBot surprised me yesterday and sent some rather large waves of units into my base when I did not expect. It also built expansions quicker than I expected. It was Oasis II and I was Greeks and the AI Carthage. So whatever is happening in the early/midgame is pretty good. The problem is the AI fails miserably once the match devolves into a war of attrition.
  19. I think there would be a low-level AI hierarchy for the units, like what we have now. What we have now is that units tend to attack things in this order: enemy soldiers, enemy support units, enemy buildings. So, I think units should attempt to capture buildings automatically, if there are no enemy units within vision range. Capturing would be their default behavior, after all, not something "special," so perhaps would not need direct input from the player unless the player wants them to ignore enemy units and capture this one last barracks or whatever.
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