Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Probably best to stick with the Temperate biome terrains, but that's just my preference.
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Capturing Buildings
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I think we want a process with as few clicks as possible. If all bipedal units can do to an enemy building is capture it, then why require a special button? Just right-click the building to initiate the default action. Yes, it gets captured faster because Loyalty is drained just like Health would. I'd say whoever initiates the capture first gains the building when it reaches 0 Loyalty. Either that, or the building can go GAIA and whoever garrisons a unit inside first gains the building. There are multiple ways to do it. -
Capturing Buildings
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Chill out, brosephus. You can still destroy buildings with siege engines and some units (I'm thinking the Iberian flaming Javelin units). HULK SMASH is still possible.EDIT: Capturing buildings has always been in the game design, iirc. -
Capturing Buildings
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Alright, they can capture those buildings but all it does is deprive the enemy of its use. Its only use to the capturing player is to add to their territory. I don't think under any circumstances can the player train his enemy's champion units. Line needs drawn somewhere. For simplicity's sake, I'd say units would have consistent behavior: Siege units would drain Health while bipedal units drain Loyalty. If he doesn't want to drain the Health, then the player needs to control his army better. -
How I see building capturing happening: All entities (buildings, females, livestock) that can be captured have a trait called Loyalty. This is similar to Stamina or Health in that it comes in a set amount that can be drained due to an action. For simplicity sake the amount of Loyalty can default to the same amount of Health the entity has. So, if a building has 1000 Health, it defaults to 1000 Loyalty unless overridden in the entity template. Okay, so, now this building has 1000 Loyalty. To capture it, you select a bunch of bipedal soldiers and right-click the building as if attacking it. The soldiers will rush up to the building, again as if attacking it, but instead of playing their melee or attack animations they will use a capturing animation. To see examples of these animations, place some Gallic super infantry in Atlas and run the simulation. So, all of these units will drain the Loyalty of the target building until it drains to 0 (zero), by which time the building switches sides to the capturing player. For simplicity's sake, we can use the capturing units' combined attack strengths to drain the building's Loyalty and take into account its armour values. basically, everything happens as if they are attacking the building, but draining Loyalty instead of Health and playing Capture animations instead of Attack. The newly captured building keeps its original appearance, but switches colors. If it is a unit-training building, like a Barracks, then the new owner can only train its own units from this new Barracks. I can foresee a technology pair that forces you to choose between much quicker capturing or being able to train enemy soldiers from a captured Barracks. But by default you can only train your own. Special Buildings (theatron, tacara, etc.) can only be destroyed. The only capturable buildings are the default buildings minus fortifications. Perhaps only the Civic Centre switches its visual actor to match the owning player. Everyone is invited to give their opinions. EDIT: I post this because Erik asked my opinion on the subject. Might as well talk about it.
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General Improvements for the realism of the game
Mythos_Ruler replied to Alendor_Mine's topic in General Discussion
I think the original idea was to allow a hero to live once and that was it. So, if you train Leonidas and he dies, then you can never train him again. You'd have to train a different hero. This method has appeal to me, because you then want to use the hero wisely. But then I think that having only 3 heroes available the whole game would kind of reduce the use of heroes in a long game. I think we want heroes to be relatively important. At least important enough to expend the resources and effort to use them correctly as intended. So, I think we'll allow you to retrain heroes but only 1 hero can be alive at any one time. I would go for the first option if we had more heroes per faction. Only our limited manpower prevents us from adding more heroes. -
Progress reports on funded work
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
When the Godfather is pleased, we are all pleased. -
Sorry, his post. I added the spoiler tags.
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Spanish? Anyone translate? http://www.youtube.com/watch?v=hc3EyRU1wbk Another one:
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Oasis II. Expansions are also meant to deprive the enemy of land and resources too. Right now it's not as effective, since bots can build anywhere, but when such build limits are in effect for bots he who gets his expansions up quicker will have a greater edge on the competition. Even now, it is useful to get a Civ Centre up near unclaimed resources to better prevent the bot from getting to them.On Oasis II, my training queue consists of 2 females right off the bat, then 2 spearmen and 2 archers and 2 skirm cav, then I max out the queue with females. After gathering the treasures with my first 4 females, I send them to go build a wood Mill and a metal Mill and a Farmstead near the berry bushes. The soldiers I use to build RAX and houses. The cav I use to hunt and scout. Subsequent females in the queue I use to help build up and gather. Once the RAX are up I start pumping soldiers out to build and gather. The initial attack by qBot is really mostly an annoyance. I don't worry about attacking first, I worry about maintaining a good econ. Initial attacks are always beaten back, so they are no real threat. I suggest having the bot attack sooner, in more numerous, smaller waves, and instead of targeting my CC they target nearby Metal and stone piles or some spot X-tiles away from my CC. Females are bonused in gathering berries and farming. They are also decent at lumbering. Use soldiers to Mine and never use soldiers to gather farms or berries if you can help it. Females are hella cheap and train quickly, so I train lots of them when I tons of extra food. Pop cap generally doesn't become an issue usually ever. I've never hit the pop cap at 300 in a single player match yet and thought "darnit!" But I suspect I may in the future in multiplayer. Mill placement still holds the AI back a bit. I would also like to see it move toward Champion units after the 20:00 mark. Perhaps a ration of 2:1, Champions:Citizen-Soldiers. AI should maintain a limit of maybe 20-25 females, no more, and have them focus on things other than mining unless their men have all gone off to war. Then switch some to mining. Anyway, just some unorganized thoughts for you.
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Sorry. This is against qBot.
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Progress reports on funded work
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
That would be an excellent feature for multiplayer. Not sure I've ever seen an RTS with such an outstanding feature. -
I'm thinking the first expansion should be up by 5:00. Repel the enemy attack at the 7-8 min mark, then go on the offensive. Probably 2 more expansions up by 15:00. Fortresses up at the enemy border, pushing it back by 20:00. Victory by 26:00 with siege and elephants with supporting mercs. Any thoughts?
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As an RTS, the game has to bow to certain core conventions. One of those conventions is the 100% direct control the player has over his units. Once you start adding morale, routing, etc. you start getting into a very different type of game. I really enjoy Rome:Total War, but 0 A.D. isn't that type of game. In an RTS, it's up to the player to fear for his units and to withdraw them from battle when they are in danger of being slaughtered, rather than relinquishing that kind of control to a morale simulation. I think most of our fans agree with this interpretation. "Realism" can fall into two styles. Accuracy and Authenticity. Some games have neither, some games have a lot of both in different blends. We err for Authenticity over Accuracy. We are striving for Authenticity sweetened with little Accuracy here and there. We want the general authentic feel of the period with accuracy up to a point where it conflicts with the core style of gameplay we've chosen for the game.
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Update to the latest driver?
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Not bad. We could put this detail where we currently put the resources a unit carries. Use the coins as an icon with the number below.
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Someone uses 0 A.D. to make a video about Carthage: A decent commentary video about Carthage:
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This poor fella sounds like he's playing on a laptop (the clicks sound less like a mouse and more like the laptop trackpad buttons), but he does well enough!
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Topic where we can dump all of the noteworthy videos of 0 A.D. There have been other threads like this before, but I'm stickying this one. This week, I found: 43 minute run-through of Death Canyon: http://www.youtube.com/watch?v=FsDya5qG-AQ 5 minute commentary video
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If you make the gorge inaccessible, I recommend making the trees and other objects within it simple actors. :)I've done that a few times on maps where I've placed trees in inaccessible spots.
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The coins could work and could double as the economics/tribute button.
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Game hangs when trying to start a skirmish (match)
Mythos_Ruler replied to Metallistic's topic in Bug reports
This is your card? http://www.amd.com/us/products/desktop/graphics/ati-radeon-hd-4000/hd-4870X2/Pages/hd-4870X2.aspx -
I sound like a broken record, but let's look at how other games do it and see what works and what we can improve upon. Where does AOK/AOM show the "worth" of a trade route in the GUI?