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Mythos_Ruler

WFG Retired
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Posts posted by Mythos_Ruler

  1. I commented on this:

    A countdown is a must for Wonder victory. 5 minutes sounds 'okay'. Perhaps 10 minutes is better, to allow the other players time to try and destroy the enemy Wonder and to give ample time for some combat action.
    As far as match setup goes, the host should be able to select multiple different victory conditions (perhaps with check boxes). So, Conquest, Wonder, Sudden Death (countdown to defeat once the player has lost all of their Civic Centers), perhaps Hegemony (own a large amount of the map for 10+ minutes), and Herocide (players start with a hero and if he dies they lose).
    All of the timers should be prominently visible to all players.
    • Like 1
  2. "Civilization 4," although a Turn Based Strategy game and more macro style, has multiple win states that, if you wanted, are all possible at the same time. You can win having 3 cities with super high culture points or you can win by winning the 'space race or you can win by having the most culture points by the year 2050 or you could win by destroying everyone on the globe or conquering 3/4 of the entire globe.

    I'd like to see this sort of thing implemented in 0 AD. Multiple possible win states would be an interesting way to go and would definitely shake up possible strategies and keep the game from getting boring and repetitive. I also think multiple possible win states would be a refreshing change to the current RTS formula and might elevate 0 AD above current RTS juggernauts like SC2 and the Total War series. Well, maybe not. I better stop myself before I get too hyperbolic. But, I think it would be A LOT more fun than the current win state.

    Honestly, I'd like to see a culture war win state. You could build several significant cultural objects and still try to defend them from the enemy who is trying to win via the 'total annihilation' route. Once you've accumulated enough culture points or your borders have expanded to some arbitrary percentage of the map, then you win. I could think of several other types of win states that could work and be functional.

    Multiple win conditions would be nice. We are slowly adding Wonders to the game, so a Wonder victory condition would be nice to have in the 'default' gameplay. Perhaps 1 more victory condition, like owning 75% of the map for X number of minutes. Both the Wonder and Territory conditions would have (visible) timers.

    When defining if you have conquered the enemy, we could check for the ability to build a civ center after the last one was destroyed. If the AI doesn't have enough resources or units left to do that and its army is small, it is doomed.

    AoM had a simple check like "if I've got under 10 units after 20 minutes, surrender" or something like that, which worked well enough.

    Both of those are good ideas, and should be implemented for the AI. But what about human players? Should we have something like 'Sudden Death' where there is a timer victory after destroying all of the enemy civic centers? If you can't get a new Civic Center built within 5-10 minutes, then you lose.

    Either way, there needs to be more victory conditions (and selectable in match setup, perhaps with check boxes). And the AI* needs to know when it should quit. Good thread. (y)

    *It would be great to make the AI have multiple "personalities," perhaps slightly different play style and willingness to surrender for each of the possible AI names in the civ json list (we would cull this list to make it manageable).

    • Like 2
  3. Hi Atenmeses52. We definitely need words for:

    Civic Center (or town center, or maybe palace if need be)

    House (or home)

    Market (or marketplace)

    Dock (or harbor)

    Barracks

    Stone Wall (or City Wall)

    Stone Tower (or City Tower or Turret)

    City Gate(s)

    Defense Tower (or "outpost")

    Outpost or Watchtower (for the outpost building)

    Fortress

    Corral (or barn or animal pen)

    Farmstead (or granary)

    Storehouse

  4. A recurring design I see for Germanic clothing is the wide/large stripes or bands of color on their tunics and pants. That would definitely be something we'd carry through with our unit textures. Also, capes.

    I think all buildings would be wood, even the fortress. They'd get no stone walls, but their palisade walls would come with maybe 1 or 2 techs to make them stronger or built faster. Attached is some old Germanic concept artwork from way back during the infancy of Wildfire Games.

    post-130-0-06486500-1387044677_thumb.jpg

    post-130-0-57213500-1387044677_thumb.gif

    post-130-0-32097800-1387044678_thumb.gif

    post-130-0-74033700-1387044678_thumb.gif

    post-130-0-18336600-1387044679_thumb.jpg

    post-130-0-79871300-1387044679_thumb.jpg

    post-130-0-03893400-1387044948_thumb.jpg

    post-130-0-59837800-1387044948_thumb.jpg

    post-130-0-46757600-1387044949_thumb.jpg

    post-130-0-60700100-1387044950_thumb.jpg

    post-130-0-16508300-1387044951_thumb.jpg

    • Like 2
  5. Perhaps you could still be able to train cavalry but it would cost less resources to train or tame horses.

    Some civs will have the ability to capture wild animals, such as elephants, camels, and horses, and garrison them at the corral to gain a training boost (cost or train time) for that type of unit. This will probably be as "realistic" as we get with this kind of thing. :)

  6. Why only elephants? What's wrong with horses or even camels?

    The problem is one of management, micromanagement specifically. Because you're not only managing your army, you are simultaneously managing your economy, city building, technology research, and overall strategy (macro). When you add management to one aspect (needing to train horses and riders separately), then you need to remove management from somewhere else. Where would you sacrifice management in order to add it to your horse and rider scheme? :)

    • Like 1
  7. This thread was nice and dead

    I thought we had decided to give the women scant clothing and that the Indian swastikas were okay.

    I feel like there hasn't been any issues since Magadha when they were introduced, so this is not a problem, nor does it need to be addressed imho

    Quoted for truth. The frustration evident in my post came from this very same understanding that this was a settled issue.

  8. Looks like to me that the howdahs likely had a wooden frame covered in stitched linen or leather. Stitched in the "brick" pattern shown on the terracotta elephant in your first image above. But as you are finding out, primary sources are scant on a lot of details, so we have to go on guesswork and what feels right (and what looks cool). I think the ancients were very colorful, certainly more colorful than the muted browns and tans we always used to see in Hollywood productions and old artwork. There's no reason to believe they would use /less/ color in their martial lives than they did in everyday life. Stelae and pottery show colorful cloaks and tunics worn by the men in Hellenistic armies. Some helmets even seem to have been painted. A Hellenistic army may have been a very colorful sight indeed.

  9. I think primary sources would be more valuable in terms of historical accuracy, rather than an artistic representation out of historical context

    The artistic representations are based on primary sources (they were created for Ancient Warfare Magazine, I have the issue). What the primary sources don't give is good texture and color, which the artistic representation does. Primary sources are often exaggerated and misshapen, which the artistic representations fix.

  10. I agree that it's very likely a court wouldn't judge Wildfiregames (or whoever gets charged) guilty.

    However. It's still a valid reason to open a trial in the first place - and that's bad enough IMO.

    So I'd be more cautious.

    Who exactly would "open" such a trial? German gov't prosecutors? Would they want to waste finite resources on a frivolous case that is likely to be thrown out?

    • Like 1
  11. My opinion on all this is that the inclusion of potentially offensive visual content has little or no advantage over the number of players we would lose/offend which makes it logical to simply keep it out of the game.

    I agree with Josh. While I do somewhat doubt the extent to which they would be considered offensive (it is after all, historical depictions), it would seem sensible to me to err on the safe side and abandon any potentially offensive content in the interest of greater exposure.

    Should we poll all of our potential players to see which content offends them? What is the threshold of offended players are you prepared to accept? How much should we compromise our vision in order to not offend anybody? Lastly, how are we to know the ratio of offended to not offended players for any given piece of content?

  12. Why the Ptolomeaian faction don't have access to champion infantry???

    What you mean? The have Galatians but, they aren't Champion units.

    http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies

    The Egyptian don't have Champion Infantry in design document.

    The champions are:

    Elephant towered Champion

    Cavalry Spearman

    Warship Champion unit.

    Yeah, the Ptolemies are already going to be super super strong as it is. I felt like they didn't need a champion infantry. We could add one if the Ptolemies are too weak vs. the Seleucids.

    • Like 1
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