Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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I thought 'G' was for frag grenade?!
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My idea with Farmstead settlements prevents people from turtling too much, because you can put these Farmstead settlements at a distance away from the Civ Centre settlement that is prohibitive to wall off. Anyway, I like how you're think oshron, although I think farms should be a little more(a lot more) profitable than the numbers you are using since you guys want to limit them so much.
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1. This is something we want too. It'll take some jiggering with the UI code to make it work. Stay tuned. 2. This is a good suggestion as well. AOM and I think AOE3 did this. 3. A very good possibility. We used to have this but we thought it cluttered things up and wasn't intuitive (they used silver and gold pips). We can probably revisit this though since we have some nice new rank icons. 4. I agree about Olive Trees. I'm waiting on word from someone who has applied to be an environmental artist to see what he can do. 5. We have a rudimentary implementation of this already. But if a road curves too much then the units will opt to take the shortest route. 6. Yeah, we've talking about the way units move in formation. In column formation especially, it would be nice for the men to "follow the leader" in a snake-like fashion.
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What about "slots" like settlements for Farmsteads. Build a Farmstead on a Farmstead slot and the Field foundations show up around it, 3x3. Each territory can have three of them (or only 2 for Desert maps).
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I think that aspect of the DD, with the farmstead "slots" is kind of unnecessary and would hinder gameplay. For instance, you might need to build more than two farmsteads in order to take advantage of some berry bushes you just discovered. We still need a slot system for the Settlements, but I think we can leave Corrals and Fields and Farmsteads as free range structures, like the rest of the structures (sans Civ Centre of course). Making fields "infinite" supply is okay. Not so sure about 1 unit per field, though I am open to playtesting it that way. It just seems awfully constricting.
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Right, no use using an Army Camp as a forward base if you can't build it in a forward position on the map! ;D
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It's fluid at the moment, but I believe we will be allowing Romans to build Entrenched Army Camps and Siege Walls in enemy territory.
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Creating A New Territory Map Creator
Mythos_Ruler replied to juanjololis7's topic in Game Development & Technical Discussion
Use the Modify Elevation button. Left-click to raise, right-click to lower. You can raise and lower the water plane in the 'environment' tab. -
The game will definitely not play very well with only an on-board graphics chip.
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I don't like it. While the gameworld is 3D, the interface is not, and band boxes are a part of the interface. Anyone else have anything to add?
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Units (generally) will leave from the default bottom right side. This side will rotate along with the structure if you rotate the structure. if you ungarrison more than, say, 6 units at a time though then they will have to exit through as many sides as necessary.
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No, it doesn't.
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Units leave through the front door.
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Surrender Terms For The Ai
Mythos_Ruler replied to Jubalbarca's topic in Game Development & Technical Discussion
Perhaps some simple triggers or logic that calculates the scale of the current situation. What I mean is, after Civ Centres, Fortresses, Barracks, and Docks have all been destroyed, assess how many fighting units the human player has compared to the number of fighting units the AI has remaining, then decide if it is logical to continue to resist. Something like that. -
Well, the Amphorae don't have to be considered "abandoned" treasure. For instance, I'd probably just use the Amphorae treasure around the starting Civ Centre as a group of "supplies" brought by your settlers. We also are going to have a "loot" feature, so let's say you come across a hut in the woods, you could destroy it and gain its "loot" value.
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Collada Warning
Mythos_Ruler replied to privateer's topic in Game Development & Technical Discussion
That looks pretty awesome. Great work. -
Hero Embellishments
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
The Hero medallion idea for the UI will help. I think making them fatter and bigger is kinda goofy though (goofier than making them glow or something anyway). We'll have to experiment. -
It's player color and black.
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Hero Embellishments
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I can't make it player color, since the alpha is being used for transparency already. I am not sure how AOE3 did it. -
I don't think Female Citizens should "fight back" at all. Perhaps a special ability for Celt/Iberian females? For the most part they should run, because they can be captured.
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I made something like this--a star decal for heroes. But I'd like to do something a little more dramatic, like a "heaven's light" ray of sunshine or something that beams down onto them, like in Rise & Fall: Civilizations at War. What are your thoughts?
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I think they would auto-move to the nearest dropsite to deposit their loads before fighting back. The player could manually task them to defend themselves, but then they'd lose their resource load. What do you think?
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I liked this too. An easier way to toggle these off and on (with a couple of levels of detail) would be nice without having to go through the Game Options menu.
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Might need some extra low-level unit AI so that they have enough "awareness" for this, unless I am not understanding you. What is the context?
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It's just an additional little feature that adds to unit recognition. Here's another screenshot for you guys. I was sent on a mission to Mycenae to help some dirt-poor tradesman. The city medallion was pretty cool. When a building or ship is garrisoned one of these things floats (and spins slowly; everything's animated) above it. Was not too impressed with their Triremes. Found it amusing that the dock had a giant pelican sitting on it.