Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Yeah, there is a lot of work to do yet on them. I'm glad you like what you see so far! As far as Mercenaries go, yeah, I've been trying to think of ways to differentiate them more from "regular" troops. One idea is to give Carthage a special build ("Embassy"?) where they are trained. I think preventing them from gaining Loot is another good idea. Native Carthaginian troops are: Libyan Spearman, Sacred Band, and War Elephant. The rest are all mercenaries. Carthage is slated to get the Ballista stone thrower and an Oxybeles bolt shooter for siege engines. They are also slated to get the full range of warships, Light (Bireme), Medium (Trireme), and Heavy (Quinquereme). The only other faction to have the full line of warships is Rome.
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Civ Centres can: -Train Women -Train One type of melee Infantry -Train One type of ranged Infantry -Train One type of Cavalry -Research various civic and technologic improvements (eventually) All of these units are Citizens, meaning they all have some economic ability. The cavalry, infantry, and ranged infantry units available at the CC are also available at the Barracks. Barracks can: -Train all types of citizen-soldiers available to that faction; e.g. the Carthaginian Civ Centre trains women, Libyan Spearmen, Balearic Slingers, and Numidian Cavalry, while the Carthaginian Barracks trains: Libyan Spearmen, Gallic Mercenary Swordsmen, Mauritanian Archers, Iberian Skirmishers, Balearic Slingers, Italic Cavalry, Iberian Cavalry, and Numidian Cavalry. -Research military improvements and technologies. The Fortress: -Trains Champion units, which have no economic abilities, but rock at fighting. Examples are Spartans, Immortals, War Elephants, etc. -Trains Heroes. Each individual hero has a different ability. -Constructs Siege Equipment, e.g. stone throwers, bolt shooters, siege towers, rams.
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In case anybody has not yet seen it, we have a profile at Moddb with tons of extra screenshots and goodies. http://www.moddb.com/games/0-ad/images
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I'm not against that. I only made the oasis circular in order to harken back to the old "Oasis" map in Age of Mythology.
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1. Not all factions have been implemented. 2. Trebuchets and Mangonels are out of the game's time frame. However, the catapult (lithobolos, ballista, et al.) will have to pack up into carts to move. 3. We plan on a "Scout" ability for cavalry which basically turns them into weaker scout cav. 4. Heavy Warships = Quinqueremes = Rome and Carthage have them in their rosters. The Roman one is already released. 5. Engineers/Saboteurs/Spies = were in the game design 8 years ago, but removed for simplicity. They may possibly be added for 0 A.D. Part 2. 6. "Scout Towers" -- Already have them, except they fire arrows. The "Outpost" in Age of Kings was interesting, but we don't need 3 different types of towers in the game (Outposts, Towers, Wall Towers). 7. Smithy, University, and Stables are all combined into other structures. Smith&Stables -> Barracks, University -> Civic Centre and other buildings. 8. Palisades are in Atlas right now for eye candy and custom scenarios. They were in the game design 8 years ago as well, but removed for simplicity.
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Moar shield designs come soon. Edit: I srsly recommend using IMGUR for image hosting. Fewer annoying pop-ups and ads, plus commenting, plus super easy to us (drg-n-drop uploading), plus easy to use account settings.
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We need to know your Operating System--Linux(distro), Windows, OSX? System specs. Are you running any custom drivers? Things like that. WARNING: The game will not run on Windows 3.11 For Workgroups.
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Not really. We could take them out very easily.
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Hrm. You would run the SVN version of the game. Find the system folder and double click Atlas.bat for Atlas, or pyrogenesis.exe for the game.
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No promises on that one.
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Yep!
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Do units walk slower uphill
Mythos_Ruler replied to asmartgoat's topic in Game Development & Technical Discussion
Any terrain with a pitch greater than 45° is impassible. Use the Passability tool under the Terrain tab in Atlas to show you. -
As far as Alpha 7, you'll have to wait and see! muahahhahaha *choke* bahahaha
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OASIS II Players: 2 Factions: Carthage vs. Greece Biome: Desert (relatively low on wood and animals, but heavy on stone, metal, and treasures). Abstract: An old favorite. An otherwise wide-open, flat desert map is pierced in the center by a lush oasis. We'll probably make a special structure for Carthage that does the same thing as the Royal Stoa does for the Greeks.
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wat
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I disagree on what should be "default" or not. I think the mode that is most distinct to 0 A.D. should be the default. Just my opinion. Now, about "Classic" mode: If we implemented Curtain Walls as a feature, we could require that no two Civ Centres can have overlapping curtain walls, so that the player is forced to expand if they want to make more Civ Centres. This is similar to Battle for Middle Earth II. That would be the only "constraint." I think we are also discussing ways we can manipulate the sizes and shapes of territories.
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Relaunch of 0AD.me the greatest english 0ad fansite.
Mythos_Ruler replied to asmartgoat's topic in General Discussion
And a root beer for everybody! -
Yeah, only in SVN for now. They look good sprinkled among the Senegal Date Palms. Doing so adds a touch of variety and detail, while minimizing any possible performance hit.
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I renamed our "Median Oasis" to Siwa Oasis and modified it a bit. I'm also making a classic "Oasis" map. I just played it against the computer and it was quite fun. My favorite new tactic is to load up 3 or 4 siege towers with troops, then roll them through the enemy base. Arrows fly everywhere.
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C++ is mainly used for the graphics engine, while the game code is scripted in javascript and XML. Ah, I see. Sorry, not yet. The best you could do is create a series of custom scenarios and play them back to back.
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The gameplay code uses mostly Javascript and XML. The game is also a work in progress. Some kind of single player campaign is planned.
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%appdata%\0ad\cache\mods\public\maps\scenarios Copypasta that into your Windows Explorer (not Internet Explorer ) address bar.
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Hmm, that would only be a problem if you were playing Free For All, and only on this map, because of its central valley. In a 3v3 I would hazard to guess each team would start on their own side of the valley.
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Not sure what you mean by the "inside position." Maybe draw a quick diagram for us?
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This is true, but I think the Starcraft approach goes too far. I think we want two main types of gameplay, as far as territories are concerned: "Default" gameplay, with territories and settlements, with their corresponding build limits, and... "Classic" gameplay, with no territories, no settlements, and no build limits (which is basically how the game plays right now).