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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Provide a link please. Eventually we'll have it so that you can only train 1 Leonidas in the game.
  2. Is this script in real-time? Meaning, if I change something and commit it, will it then show up on that Wiki page? For the unit stats, are they being pulled from the basic, advanced, or elite forms?
  3. Likely he meant Real-Time Tactical, which usually includes some form of turn-based play at the strategic level. Though, I have been formulating for some time a RTT game design where the strategic layer is real-time as well.
  4. Here's a good place to gather great YouTube video clips of battle scenes, fight scenes, movie clips, documentaries, anything cool and historical like that. I'll start off with one!
  5. Yeah, this will likely be the Roman trade ship: Before anyone gets excited, Romans aren't in Alpha 7.
  6. Hey m8! Still working on Splitbot?! :)

  7. Sounds like a reasonable request. We'd have to test and see if it doesn't create more problems than it solves, of course. Come to think of it, how did Age of Kings handle this?
  8. What Brian said. When the time comes, we'll have a discussion regarding "Hard" Limits vs. "Soft" Limits too.
  9. But we aren't gonna have four or five wall/palisade/ditch types.
  10. AOE3's core gameplay wasn't innovative either, though. You still had the basic infantry, the counter-infantry infantry, basic cavalry, counter-cavalry cavalry, the same paper-rock-scissors stuff, no tactical innovation at all, formations were again useless, etc. Where it attempted to innovate was at the periphery (Home Cities, Shipments), and even then the innovations were half-assed, IMHO. 0 A.D. will add a bunch of innovation to the core AOE gameplay that will be very effective, IMHO. The thing is, either Shelley or one of the other ES bigwigs (I forget who) even said Age of Mythology was a "mistake" too. The only mistake with AOM was that it wasn't authentic enough, not the innovations. My problem with AOE3 was that they had this great age of technological change, but refused to depict that. AOE1 at least does that. AOE3's era had Napoleonic Wars, firing lines, grape shot, earthen fortifications, things like that, and they refused to depict that. Ships evolved from Spanish galleons to ironclads. They abandoned the feeling of progressing through time, which was what Age of Empires is all about. So, they abandoned some of the basic feeling that made AOE what it was, and then refuse to include innovations to move the series forward. Why move the series into the Napoleonic Age, yet refuse to properly depict Napoleonic tactics? Just a shame. Anyway, just rambling now!
  11. What does everyone think about the "sunray" pattern on one of the sail textures I made? Is it too Japanese or what? The palm tree could pass for a bonzai or something. I like it--it's bold--but not sure if fits.
  12. Not sure if possible. Will consult and get back w/you.
  13. Not a horrible idea. Just wondering how this would make the game more fun. Keep in mind we have yet to implement a bunch of other things, like micro-heavy naval battles, formation bonuses, charging and running, and lots of other details. Settler games have some micro, but they are very maco-heavy game designs, in contrast to 0 A.D. which is a mico-heavy RTS akin to Age of Kings. Also keep in mind the fact that the more pathfinding required for workers to do their thing takes away from pathfinding we could use for battles.
  14. You are comparing apples to oranges. RTS games (and other games with multiplayer capabilities) aren't a 10 hour affair. I have not played a PC game in over 10 years specifically for its single player campaign. I'm a multiplayer gamer. I played Age of Mythology, an RTS game, online for 7 years. It cost me a total of $80. Now, for AOEO, you've shown a pricing plan that could cost me $100 every 6 months for the same level of gameplay and enjoyment I got from AOM for $5.72 (average) every 6 months (or 3p per day). AOEO is not a good value compared to a lot of (better) RTSs. Ain't gonna do it, cap'n! Such a terrible situation! Blizzard must have been horrified that people have been playing Starcraft 1 for 13 years. Let's forget about pirating for a moment (which was common for SC1, especially in South Korea). I still see Starcraft 1 on the shelves at my local Walmart, right alongside Age of Empires Gold. These companies are still making money off of 10 year old games. That's fine and right. Blizzard found many ways to monetize the popularity of Starcraft too.I really have no point, just chatting. Yeah, I love being locked in to pricing schemes and DRM-lite, so I'll go with AOEO I guess. In all seriousness though, at this rate it doesn't look like I'll be buying any new AAA games for a long time. DRM malware junk, Internet registration, pricing schemes, nerfed multiplayer capabilities (check out the difference between Modern Warfare 1 and Modern Warfare 2 in the multiplayer dept.)... I'll be sticking with indie games for a while. Last AAA game I bought was Call of Duty 4:Modern Warfare two years ago (at a discount). Gamers have to take a stand against this stuff. Call me a crusader... ------------------------------------------------- The ultimate problem with AOEO is not its pricing scheme or even its "social" aspects. The problem isn't its cartoonish graphics. The problem is that the core gameplay has NO innovation. The game adds nothing new to the franchise whatsoever. I like the customizable tech trees, but in the end, it's basically the card system from AOE3, and they aren't so much as "customizable" per se... they are basically unlockable features that should be available from the beginning. This is not innovation, but hamstringing. These are steps backward. AOEO is just not that good of a game.
  15. I really don't trust mainstream reviews anymore. I've been burned too many times and there is review creep, where more and more games are being reviewed at higher and higher scores, while ultimate satisfaction from gamers continues to go down. It seems like this guy, despite what he says about being jaded, was not very critical in his thinking at all. He himself said he had a budget of $40 AUS... but he then goes on to actually pay $50 AUS and he still only has a small percentage of the game's content and can only "equip" his 1st tier items. Sounds like a huge money sink, while before with AOE1/AOE2/AOM/AOE3 $50 would get you the whole game, and then a year later $30 would get you a nice hefty expansion pack. It sounds like with AOEO you're looking at $200 to access all of the content. I'll stick with 0 A.D.
  16. I've never liked Apple styling. Never. The Mac OSX UI looks horrible, IMHO. The bubbly candy-drops look has never appealed to me. But that's none of your problem Ben. Darn you Steve Jobs! I'm sure there will be a lot of people very very happy that Atlas works in OSX. Kimball, for one, has been completely sidelined because of it. He'll be happy to see that it works now.
  17. That would be my ultimate preference, but I think the effort might outweigh the benefit right now. Though, it is something to think about for the future.
  18. LOL, indeed the game is pretty strict on the bones naming. I believe you need to create a skeleton file if you want something other than a bipedal skeleton. Unfortunately, even though I am the Art Dept Lead, animation is my greatest deficiency. The good thing is that there are other members who can speak more authoritatively on the subject and they should be around shortly.
  19. About the plural stuff, I already knew that. Simple mistake. But all of the other corrections you list there are very helpful!!! Thanks, m8! Depends on what kind of font support we have. I'd rather go ahead and use all of the accents and circumflexes necessary in the "ethnic" <SpecificName> names, then default to "easier" English/Latinized forms for the <GenericName>.EDIT: Speaking of "Thrax," a character in my screenplay, a Thracian slave, is named Thrax. EDIT2: I added many of your suggested changes: http://www.wildfiregames.com/forum/index.php?showtopic=13560
  20. The main goal with the new main menu is to facilitate extensibility--in other words, make it easier to add and remove things. Also, a menu like this is easier for modders. It's a win-win, whereas the old menu design locked us in to a specific set of options.
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