Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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My idea that they should drop off their resources at the nearest dropsite before fighting back is based on the logic that they stored their arms and armor at the dropsite to go to work. You guys have to think simply. Adding buttons and additional features for such a small thing would be overwhelmingly micro intensive. 99% of the time a dropsite will not be "miles and miles away." If so, then you are a poor macro player and deserve your wretched fate at the spear tips of my elite hoplites.
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Things I like: - The Health Bars are player color. I think they did that in AOM and AOE3 as well. - Customizing a persistent tech tree. I thought this was cooler than the AOE3 card decks. - Finding rewards (treasures) that I can use in subsequent missions. - The overall art-style is unique and fresh. I still wish they would have gone ultra-realistic with it though, because it's obvious the art team was TOP NOTCH. - The soundscape for the entire game is very engaging. Every sound has at least a small amount of reverb (echo), adding a kind of epicness to it. Also, everything has a unique sound, from clicking a button to messages popping up informing you of your progress. There's sound sound sound everywhere. - The "open" style of the single player experience. I prefer it to pretty much all of AOE's previous linear narrative campaigns. Ensemble Studio either sucked badly at writing single player campaigns (AOM) or could only muster up an 'ok' narrative (AOE3). So, I think Robot recognized their limitations and focused on something non-linear and non-narrative for once. I take that back, there's kind of a narrative, a general progression pushed by your advisor, but you can choose to obey this or not... kind of like those "Choose Your Own Adventure" books I used to read (and write) had a love child with an MMORPG. Things I don't like: - The minimap in the upper right corner. I kept looking down to the left corner and getting confused. - The disjointed UI. I didn't find it "more immersive" at all. In fact I found it annoying and tedious. - The units look super goofy (male villagers have super huge feet for some reason), and villagers prance around like ninnies (I'm serious). I'm surprised they don't since and dance. - The fire particle effects look a little too stylized. - Animals are super dumb and stand around waiting for you to stab them. I wish the environment was more interactive. - Even though the graphics look cartoonish, AOEO still runs slower than 0 A.D. on my rig.
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I agree. Our current ones are kind of difficult to tell what they are. I like these AOEO ones very much. I'll move this to a public forum.
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The AOEO Beta recently removed it's NDA (Non-Disclosure Agreement) and enabled screenshots, so I took the liberty to go ahead and make some for you guys. I am not very far along, so I don't have many screenshots of advanced features, but here are some interesting tidbits: Load Screen. "Press Any Key To Continue." Advisor. Town Center selected. More advice. House being built. Foundation/Scaffold is placed--builders start building causing a bunch of dust--house rises up into place. Occlusion. A "treasure." Berry bushes. Mines. Jumping Fish. A watch tower. Building destruction. (I don't like the explosive flames) Back at my Home City, after my mission is complete, I am able to use the items I found (Treasures) to equip my units. Back at my Home City, I am now able to use "Empire Points" (essentially experience points) to customize my tech tree for subsequent missions! This is much better than the Card system in AOE3, IMHO.
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Of course we'll probably have dynamic lighting changes possible in Atlas (probably with triggers or something) but who knows at this point.
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It's a general bug with fleeing units. Not just women, but animals and skirmishers too. We'll figure out a solution soon.
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It May Be A Bit Too Early To Think About It...
Mythos_Ruler replied to tribalbeat's topic in General Discussion
And I'm not sure what the other three factions would be in such a situation. -
It May Be A Bit Too Early To Think About It...
Mythos_Ruler replied to tribalbeat's topic in General Discussion
We're mainly sticking with factions that would have interacted with Rome over the time period of our game, for 0 A.D. Parts 1 and 2. So, Huns are in for Part 2, but not the Han Chinese. However, I could see an "Eastern Empires" pack (0 A.D. 2.5?) where we include the Han and Indians after we release Part 2. Such decisions would be made once the time comes, but it's not a bad thing to throw ideas into the ring when they come to mind. Are you particularly knowledgeable about either the Huns or Han? -
HAHA, awesome! Thanks Alexander! A glowing review! I'm sure he will love Alpha 5 then. It's funny how easily I forget how rudimental previous Alphas have been. I think he will like JuBot much more.
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Likely seasons will not make it into 1.0. In fact, I'm almost positive.
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The WFG Art Dept is in need of an environmental artist to help flesh out the remaining biomes of the game for future Alpha releases. What do you mean by "environmental artist"? You will be the artist chiefly tasked with modeling and/or texturing assets such as: - Rock formations - Trees and Shrubs - Eye candy - Environmental particles, such as dust and sand storms. - Terrain Textures What is required to join? Fill out a standard application and post it on this forum. Please post some screenshots of your work. Some examples of environmental assets would be nice. This should be an area that you are excited to work in and should have ample time (5+ hours per week) to work on the game and/or participate in discussions.
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That looks prettty cool, broseph. Committttttt.
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Editing Maps With Svn Binaries And Data
Mythos_Ruler replied to freethread's topic in Help & Feedback
105,000 Wood. lol. Nicely done. -
I'm not sure people would want to micro the amount of "ammo" for dozens, if not hundreds, of individual units. It's okay in Rome:Total War, where you have a maximum number of 20 units, but I don't think so in 0 A.D. where you could have 50+ Persian Immortals who use both spears and bows. If we ever do "special attacks" then I could see some recharge time, definitely. But Special Attacks are different from Alt Attacks.
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Alt attacks are definitely planned for units like Super Units and Heroes.
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A Russian video. Anyone translate? http://www.youtube.com/watch?v=a7YX0VvaWPk&NR=1
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I'd rather the skirmishers just run away. That's how they worked in Age of Kings and it worked really well. We just need to tweak the low level AI and pathfinding so it works better. Besides, in real life skirmishers and archers RAN and skattered when confronted with an attacking melee force. Perhaps archers can draw knives or short swords, but I'd still like skirmishers to run, like they did in AOK. Or maybe they'll stand up to an enemy melee unit that walks up to them, but run away from a melee enemy that charges at them.
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There have been many discussions regarding an online lobby. The consensus seems to be we should build one, but nothing concrete has been initiated yet.
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Gathered the trees in an hour? How long do you want games to last? and it doesn't make any realistic sense that 1 tree would have enough wood for 10 houses.
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Salve, citizen! Welcome to the forum!
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Editing Maps With Svn Binaries And Data
Mythos_Ruler replied to freethread's topic in Help & Feedback
SVN Update the game again, brother. This error has been fixed. -
Game Fails At Loading Actors On Latest Svn Release
Mythos_Ruler replied to Alagos's topic in Bug reports
Entity Templates, not actors. But yeah, I confirm this error. -
We plan to have a "ceasefire" (I'm too lazy to look up the actual name) option that prevents enemies from entering your territory for some arbitrary amount of time. This would be the "no rush" option rooks and newbs tend to enjoy.
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Feedback Messages
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
Yeah, this is something that should be included. I've been wanting that for a while, but felt other things were more important.