Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. The current limit is temporary until we can do true performance testing. Likely it will go up to 300 or so, but we just don't know yet. We also plan to allow the game host to choose the pop limit when hosting a game.
  2. I could see a "Spy" having ranks, like other units do. Apprentice Spy Advanced Spy Master Spy Something like that. I think we had a discussion within the past few months about spies already. Let me try to find the thread. EDIT: Here we go! http://www.wildfiregames.com/forum/index.php?showtopic=14619&st=0&p=218318&hl=spies&fromsearch=1entry218318 The consensus is that spies would be something we would add post-release, maybe in a patch or more likely as part of 0 A.D.Part II.
  3. Many of our heroes were kings and leaders of their respective cultures. And all heroes (will) have a special effect that they have upon the game.
  4. May need to rebuild the EXE or wait for an autobuild.
  5. You build siege equipment. Siege Engineers were in the original design document wayyyyyy back before I joined the team in October 2003. I wouldn't mind re-introducing them. It would be feature creep, but not too bad. They could build siege engines in-field at a premium and also serve as sappers that can (slowly) attack defensive buildings. They would be a City-Phase unit. If we don't include them in the official release it would be trivial for modders to add them. If they work nicely, we could then include them into the official release in a patch. This is how I feel improvements like these, which are outside the realm of the design document and our current understanding of the gameplay, will come to be included in the game. I think it is "assumed" that buildings that shoot are always garrisoned in some metaphorical way, or else they wouldn't shoot, would they? Same with ships. I think people would find it tedious to be forced to garrison ships in order for them to work. You assume that they have a crew already to row the oars, hoist the sails, steer the ship, etc. so why not assume there are a few archers aboard? Same deal with a tower or fortress.
  6. Sure, but what does that have to do with having "endless" games like what you guys want? At any rate, a lot of what you guys are saying is based on Alpha balancing. It is likely that the amount of resources on a map will change dramatically after we add technologies, bartering, trading, civ bonuses, and true economic balancing. We will also have bottlenecks called "Phases" similar to "Ages" that slow the progression of the game down.
  7. Yes, indeed. Plus we plan on a bartering system much different than AOE's gold-based economy. Also, our Trade routes will be different in that you can set which resource you get for each trip. The old way was to just base everything on gold. Limitations drive strategy innovation and creativity.
  8. Markets and Trade routes will make the economy "renewable" enough, IMHO. All of you guys are forgetting about that.
  9. Defensive structures like Walls, Towers, and Fortresses would have to be destroyed by siege equipment.
  10. I could see this being applied to the Huns in Part II.
  11. I think soon units will not attack buildings at all, leaving that up to Siege units.
  12. Helepolis is the siege tower. Heliopolis is an ancient city.
  13. Sometimes poor performance is due to custom drivers as well.
  14. The game runs well on my laptop, which is a dual core with onboard graphics.
  15. Indeed. One should assume the units do this on their own during down time.
  16. Nope. No limited ammo. Makes sense in a Rome:Total War game, but not in a traditional RTS such as ours where you have hundreds of entities running around. In Rome:Total War you had a maximum of 20 entities to worry about in a battle (all soldiers are grouped into battalions).
  17. About 10 minutes into the game I had 99 pop and the AI still only had 14 pop. It seems that the AI got hung up on building this house because the chicken wouldn't move out of the way.
  18. The main menu is in the process of being redesigned.
  19. Yes, of course you will be able to change the stance of multiple units at once.
  20. I think the plan is to limit the Fortress (the Broch is the Brythonic fortress) to 1 or 2 per territory. Plus we don't want to handicap them too much in defense. If we want to turn them into rushers, then we could remove their Outposts, but we won't know that until everything is done and we're into real playtesting.
  21. The current Celt walls are only one interpretation.
×
×
  • Create New...