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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Are you sure he just didn't use it for reference? Also, it is very difficult for us to verify without a scan to compare, and unfortunately a scan is in itself infringement.
  2. Rad! Territorial limits to buildings. Civic Centres and Docks=Neutral and own territory; all others=your own territory. Preferably an element in the entity templates rather than thrown into a javascript file. Ben listed the 4 possibilities. And mayyyyybe the Civic Centre radius that prevents them from being built too close. Outposts=Scout Towers. Perhaps they can contribute to territorial gain if built within your territory, but if built within Neutral territory they do nothing territorial at all.EDIT: And with the new FOW lifted within territory feature implemented, I'll go ahead and reduce vision ranges for all units.
  3. Yeah, I like the dashed line better, possibly with more transparency, so it can't be confused with a territory border. I also like the "arrow" terminus of the line. It would be good to have this implemented for units as well. All-in-all, awesome work!
  4. We're thinking of adding palisades. Erik, Pureon, and I are keen on adding them when we have working walls.
  5. Since we have real capes now, I've been going through and gradually updating all the unit textures that have capes textured into them. It's a very good thing that we've managed to save most of the original Photoshop files. So far it has been a relatively painless process. But then I opened the Alexander Photoshop file, turned off the cape layer, and saw this underneath: As you can see I had to completely redo the chest and back of the texture. Voila: I'll add a sword strap too.
  6. Currently we also have that "formation12" or whatever it is called that creates a nice battle line (cavalry on the wings, ranged units in back). I propose we call it "Combined Arms." Perhaps something similar could be designed for ships as well.
  7. Aren't games like Call of Duty still called "Call of Duty" in languages other than English? Maybe not.
  8. I really like the idea of customizing your armies, which is an idea I've had for some years now. However, I think it would add too much work for our game and constitute a rather large amount of feature-creep. My ideal RTS though has customization, as it is in my 'Age of the Aegean' game design.
  9. I added my structure territory tweaks in line with the chart I made out at the top of the page. You can update and check them out and see what you think. I went ahead and gave houses and mills a small territory effect just for playtesting. It is very easy to remove later if we want to, so no one have a heart attack. Enjoy!
  10. Sure it could, if it was never finished. Abandonware has a specific meaning that you outline, but it can also have a broader usage as Jeru has done.
  11. Until this is fixed, I have found it useful to unload troops a few at a time, and if they unload into the water you can re-garrison them into the ship. If they disappear into oblivion (something I've seen too), then they are gone. Hold a public funeral, burn the flesh of a sacrificial goat in effigy, and move on.
  12. The biggest issues with performance right now are AI and Pathfinding. Your experience with the game pretty much confirms this. These are known issues and we're working on them. What version of the game are you running, btw?
  13. I agree, I would not like to see spidering, although a small amount of it will be inevitable. That's one reason why I like the Civ Centre radius, the curtain walls idea, and the fact you can build new Civ Centres in neutral territory--you are able to and encouraged to build self-contained cities while ultimately expanding your territory and slowly taking over the map. Currently, none of that works, so spidering is all we have. But I take the long view when we come up with new ideas (and new ways to implement old ideas) and try to fit them into an overall complete design.
  14. I care not, either way. Perhaps others can give their opinion.
  15. If a Civ Centre has a 50 tile radius, then that would mean a House or Mill only has a 5 tile radius. Eventually it would be cool to add border modifiers, like technologies and other things. One such thing could be that the <weight> of your buildings goes up for each Temple you build, and things like that. Perhaps Heroes can have positive effects on borders while they are alive, for instance a particularly expansionist king may give a <weight> bonus or <radius> bonus to your buildings. EDIT: Revised my chart.
  16. I'd say something like this... (all of these are ratios, with 10 the highest border effect and 1 the lowest): Civic Centre = 10 Fortress = 6 Barracks = 4 Scout Tower = 3 Temple and Market = 2 Mill and Farmstead = 1 Farm Fields and Corral = 0 I think the Dock should have 0 border effect too--their focus should remain on the water. Or perhaps the presence of a Dock would extend the player's territory to nearby islands, when usually the water would be an expansion blocker. Walls don't expand borders, but they prevent the enemy border from expanding past them (either they have 0 radius effect and massive "weight", or some other method). I'm messing with the entity templates now, but I'll wait to commit any changes for testing until the entity reordering is committed.
  17. Philip, you're a miracle worker. The new borders work perfectly. I've also played with the weights and radii of the buildings in my local copy. I seem to coming up with some decent values for everything. Hopefully the entity template reordering can come soon so I can show you guys what I've been up to.
  18. I guess we'll have to just deal with it then, until the pathfinding is eventually upgraded. I wouldn't mind making fishing the prerogative of Fishing Boats only. It makes fishing boats more important, and lets the player use land units specifically for land-related tasks.
  19. What changes are happening? EDIT: Oh, I see... the elements within template entities are being reordered alphabetically. Not a bad thing per se. Wish we had an entity editor so such a thing would be irrelevant. But we still don't know all the elements we will add to the entity code when it's all said and done. But then again, if such an editor was extensible that wouldn't matter either. Then again, creating such an editor would take time and effort away from more worthwhile pursuits. But then again...
  20. Hmm, I am not sure what the ideal solution would be, but for the meantime I think a check that the fish are in water less than X depth and within Y distance from shore would be adequate?
  21. I think "Vegetarian Ratio" was originally added for fun, but some people really enjoy parsing stats, so I can see how it would be useful in parsing economic strategy on different maps.
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