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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Found a great Ptolemaic and Seleucid elephants reference:
  2. Agreed. Great to see! qBot is becoming more and more of a challenge.
  3. Personally, I'm not too comfortable with straying from the traditional training method for units. I possibly do not understand the concept though. Let me break it down as how I see it: 1. You get a steady stream of (free?) peons. This stream comes faster or slower depending on the number of houses you build, up to a population cap. Q. Where do these peons show up? From the houses or the Civ Centre? 2. You then can make these peons either gather resources like good little slaves where they can be modified further to be experts at different kinds of gathering, or manually task them to a Barracks (or other military structure), garrison them inside, and then train them as a soldier type. Q. Why force the player to manually move these peons to a Barracks, then train them? Why not stick with the "steady stream" idea but base it on number of barracks, stables, etc.? You could possibly adjust up or down the rate of training depending on the amount of resources you have and population cap. Big concerns: This destroys the established citizen-soldier concept that's already implemented in the game in a consistent and intuitive manner, replacing it with something new. We need a compelling reason to completely revamp our citizen-soldier concept when it already works very well and has been a core concept of the game design since the start of development. I think it's fine to explore these ideas, like how I proposed a new combat paradigm a while ago, but I think we're starting to err on the side of "Let's get to 0 A.D. 1.0 before we start mucking with core gameplay concepts." I'm also leery of moving peons around and being forced to task them to different buildings to modify them. I could see this working with a battalion system like in Battle for Middle Earth II. In that game, soldiers were not individual units, but rather a part of a small battalion of troops. Essentially, 18 soldiers would constitute 1 whole entity. If we had something like that, then I could see doing something like this because at most you only have a few dozen entities to worry about. But I can't see doing it with 300 entities--I think it would be unmanageable and tedious. But... if someone were to make a mod I would definitely try it out with an open mind, and if it worked well, then we could consider implementing it into the game. Point is, I think if we were to make such a huge change, then there would need to a proof of concept to assuage my personal concerns. Others may have other points of view though.
  4. I just basically gave the Thorakites a tube&yoke corselet variant along with the chain mail version you had.
  5. A Horus Eye would be my preference, but it's not my mod.
  6. Well, don't you have to extract your seed corn from your harvest when you harvest and not when you want to go replant? EDIT: Your "looping queue" is basically like the auto-queue from Age of Mythology: The Titans. I'm not against it, really, just trying to present an opposing view point.
  7. Well, what if we allowed the queue to act like training soldiers, e.g. you can shift-click multiple reseedings in multiples of 5.
  8. Jubot and Qbot don't seem to be having trouble with this (that I can see). Perhaps take a look at their code.
  9. Well, there are 12 function keys for a PC keyboard (10 for Mac? Not sure).Help Screenshot Quicksave Frame Rate Game Timer Player Scores Anything else?
  10. Framerates and Elapsed Time should each get a function key, imho.
  11. We'll probably make them cost Wood at first, then subsequent replantings cost a small amount of Food. I think we want to do a reseeding queue like in Age of Kings: The Conquerors. There were infinite farms in Age of Mythology and Age of Empires III, but I think the consensus is for the AOK:TC method.
  12. It could be because farms have a special obstruction? Units can walk over them.
  13. LOL, My internet is 1mb up and 400kb down, same as yours. Game plays very well in multiplayer. I think the important thing is ping. You can have all the bandwidth in the world, but still have bad ping.
  14. Hey SMST. I committed your units to the game, with some tweaks of my own.
  15. Hey NOXAS. I committed a blank map called "Gorge" that would be useful for you.
  16. It's kind of variable. I'd rather think in terms of progress rather than hours. It would be great if a team member could get at least 1 thing done per week. If that kind of progress is maintained, then that is good. Personally, I spend about 12 hours per week doing stuff for 0 A.D. or replying to forums. But I do much more than work on art. Usually though, it has been my experience that you need uninterrupted sessions of at least a couple of hours per session to get something done. Do a few of those sessions per week and you're getting somewhere. So, then probably anywhere between 4 and 8 hours per week.
  17. It's not much work to start moving art discussions and tasks to this forum instead of hiding them in our private task forums.
  18. Well, we really only have Persian and Roman buildings left to polish off. The Roman buildings need a 95% overhaul though.
  19. I just committed an updated Persian Chariot. This won't be the final chariot, just a work in progress.
  20. I don't see why not. Would you want to try to be an official team member, or remain an Open Source art contributor? I am going to start moving our internal Art discussions and tasks to the Public forums.
  21. LOLwat?! For real? A Star Wars game basically had a barn where you raised animals? lol
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