Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. See: the pagan philosopher Hypatia of Alexandria; dragged naked in the streets then flayed and burned by a Christian mob. Vicious stuff.
  2. Kind of a frustrating attitude. Perhaps we should leave the "conquer the world" map niche to them too? RTW isn't the only game to use a battalion system. Anyway, it's going to get complicated, but that's okay. Hopefully we can present it in an intuitive manner. I don't think we need a 3rd set of icons. I think a formation button could just not be there if it is unavailable. Either that, or it uses the gray button and when hovered over the cursor turns to a no-smoking symbol and/or the button doesn't lighten up like normal.
  3. Some cool things there Bruno. How about when choosing the default terrain for the new map it's actually a panel of terrain previews, similar to the bottom of Atlas when painting terrain.
  4. I've actually committed a new map based upon Pureon's screenshots. It's still a work in progress though.
  5. This kind of complexity is why I wish we used a battalion system. Implementing this is going to be complex. Should be fun.
  6. yeah, I started making a map based on these screenshots, but after an hour of work (I was pretty far along) we lost power and all my progress was lost. lol... I might try again tomorrow.
  7. Kind of like how the Inuits have many different words for snow.
  8. You were told that after you began your insults. Nothing you've said since then, including further insults against just about every individual on the dev team, has changed our minds. Do not misrepresent the situation again. You are welcome to discuss the development of the game, to suggest features, to work on features, and to discuss ways to implement those features. You are not welcome to continue your insults against Wildfire Games members. Yes, consider yourself warned.
  9. Looks neat, man! Very marshy. I too have been experimenting with terrain mixing to achieve a marsh effect (without having to make "marsh" terrains), with little success. You did well here. I can almost hear the horses splashing through the water.
  10. I also figured those boxes could default to 'open' at higher resolutions like mine (1080p).
  11. 1. Use IMGUR from now on. You will thank me later, as others have. 2. I like what you did with the Map section. I like the options available and how you organized it. Not sure yet what should go under 'Players' so that will take some thinking. 3. As far as how the UI layout and usability, this is a mockup I did some time ago for the editor. I planned to make mockups for all the sections and panels, but realized just how much work that would have been, when whoever works on the editor is just going to do it their way anyway. But this might give you some ideas.
  12. Titan Quest's terrain system is the best I've seen.
  13. Line (Closed) Attack: No change Armour: No change Speed: No change Behavior: "Default" formation when moving and fighting over short distances. No specific strengths or weakness. Wheels and changes direction with ease. Column (Closed) Attack: No change (units will not attack) Armour: -15% Speed: +15% Behavior: "Default" formation for moving over long distances (longer than the width of the screen). Line (Open) Attack: No change Armour: +10% Pierce. +20% Crush. Speed: -15% Behavior: A wider-spaced version of the Line formation. This helps reduce the effectiveness of splash damage and missiles. Column (Open) Attack: No change (units will not attack) Armour: -10% Speed: +10% Behavior: A wider-spaced version of the Column formation. This helps reduce the effectiveness of splash damage and missiles. Scatter Attack: No change Armour: No change Speed: No change Behavior: "Default" formation for support units (unless they are formed with soldiers, then they default to Line with them). No specific strengths or weakness. Box Attack: No change Armour: +25% Speed: -10% Behavior: A defensive formation. Weaker units are placed toward the middle, while stronger units are formed along the outside. This formation defaults to 'Stand Ground' stance. Wedge Attack: +25% charge Armour: -10% Speed: +10% Behavior: A cavalry formation. Very good for cavalry charges, however the formation is guaranteed to lose 1 unit or 5% (whichever is greater) of the attacking force upon impact for each charge performed with this formation. Flank Attack: +10% Armour: No change Speed: No change Behavior: Useful when attacking a single enemy formation -- it gives a single group of the player's units the ability to flank a single group of enemy soldiers. Also good for scouting. Skirmish Attack: No change (minimum range doubled) Armour: No change Speed: No change Behavior: A formation for ranged units. Units will fire a volley (or two), retreat just out of vision range of their targets, come back into range, then fire again. This is repeated. The minimum range of units in this formation is also doubled, so they are more likely to run away when enemy units begin to pursue. Phalanx Attack: +25% Armour: +25% Speed: -25% Behavior: A close-order overlapping shields formation for Greek hoplitai-style infantry. Available to the Greek Poleis sub-faction. Slow to turn to face new threats, but is wider than and not as deep as the Syntagma (below), so is not as easy to flank. Syntagma Attack: +10% Armour: +40% Speed: -25% Behavior: A large, deep, square formation for pike infantry. Available to the Greek Macedonia sub-faction. It is slow and is slow to turn to face new threats. Flanks should be protected. Testudo Attack: -25% Armour: +100% Speed: -50% Behavior: A defensive shield formation. Moves very slowly. Defaults to 'Stand Ground' stance. Good for moving Roman troops under heavy fire (usually in siege situations), but useless in open battle though. --------------------------------------------------------------------------- This page here also shows some good information (but some things could be clarified, expanded, and tweaked). http://www.wildfiregames.com/~gamedesign/dd/formation2.htm
  14. A quick guide I whipped up. Subject to change based upon input from the team. I noticed that the Design Document in Trac no longer has information on such things.
  15. STANCES Stances are purely for behavioral purposes. Formations are for altering stats. Some Formations come with default Stances. Click Here for the Stances Trac Ticket. Stances and their BehaviorsViolent or Impetuous Behavior: Will attack any enemy unit that wanders into vision range. Will relentlessly pursue retreating enemy units into the Shroud of Darkness for a short distance at a Run (depending upon stamina). Units in this stance tend to not hold their formation. Aggressive or Eager Behavior: Will attack any enemy unit that wanders into vision range. Will not pursue enemy units out of vision range. Defensive or Reluctant Behavior: "Default" stance. Will attack enemy units who come within half vision range distance. Will pursue the enemy until they leave that range. If no more enemies are within range they will return to their original positions. Stand Ground or Last Stand Behavior: Will not move unless tasked to move or attack. Soldiers will not pursue enemy units and will only fight back when attacked or when their comrade next to them in formation is being attacked. This behavior is the default for the Testudo and Syntagma formations (and perhaps others). Avoid or Passive Behavior: Default (and only) stance for support units. Will not attack. Runs away from enemy soldiers in the direction of the nearest Civ Centre or Fortress. A unit with this stance, if tasked to move, will attempt to avoid contact with enemy units. This is the default stance when the Scout command is given to cavalry; if scout(s) come under enemy fire they will attempt to circumnavigate that fire while at the same time completing their way pointed mission. If idle, and attacked, these scouts will run away in the direction of the player's nearest Civic Centre or Fortress.
  16. Yeah, so "building" a temple which is just basically a tree would look foolish. Perhaps we could allow the Celts to train Druides from trees? Nahhh.
  17. We thought about making their temple a big oak tree, but then we thought it would look kind of stupid.
  18. Part of the problem with the old "unit shot" portraits is that they were only 64x64 resolution. I think it might be good to use "unit shots" at 128x128 for citizen soldiers and super units, and "portraits" for heroes. I'd also like to have Hero Medallions like this: It's basically a hot button with the hero's portrait. Click it to center and select the hero. Hover for a tooltip to show his stats and status. In a standard game you can only have one hero alive at one time, so there would only be one Medallion. But in custom scenarios where there are more than one hero alive the Medallions could stack from left to right.
  19. LOL... nice1. ("vegetarian food" = berries, grain, etc.)
  20. Right, I guess the idea that nothing patched up is ever really "as good as new."
  21. Only one, Leonidas, is new, and that was done by Shield Bearer. I only provided the references, he did the hard work. The others though were concept art done years ago that he dug up from the website.
×
×
  • Create New...