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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. I made a ticket on Philip's suggestion. http://trac.wildfiregames.com/ticket/633 I'd prefer the last option of just linking repair with building. Repair would happen at the same rate as building and have the same associated cost. The benefit of repairing would be that damaged buildings can still research technologies and train troops (maybe there are some gameplay opportunities here regarding damaged buildings and ships, but that is another discussion). Currently right now the repair rate is capped at 1 HP per second and is excruciatingly slow and too manpower intensive for the player to do.
  2. lol... true, but it didn't last as long as the others.
  3. Stone Age No Metal resource required yet. Primitive Infantry only, no cavalry. Units cost Food and Stone. Basic fortifications (think of palisades in AoK). Mud and wattle huts--buildings only cost Wood. No farming, only hunting, fishing, and gathering. Bronze Age Metal resource activated. Some buildings start costing Stone. First farming. First light cavalry unit line. Stronger stone fortifications (think: Mycenaeans, Babylonians, etc.). From this age onwards, additional civic centres can be built. The first light attack ship. Land and Sea trade introduced. Iron Age Siege towers and basic siege techniques developed. Fortresses and more sophisticated defensive structures are now available. Chariots introduced. More naval units. Land and Sea trade bonused. Tribute enabled. Classical Age Peak of ancient civilisation. University introduced. Wonders and unique units can now be built. Players can choose their political and religious systems, with unique bonuses. Medieval Age The Trebuchet is introduced as well as the portcullis, sally port, and castle keeps. The longbow and crossbow can be researched depending upon civilisation. The chariot line evolves into a new cataphract line of cavalry. Renaissance Age First appearance of gunpowder units. Artillery changes siege warfare, eventually rendering large stone fortifications obsolete. (14th-15th century). The peak of the cataphract line of cavalry. Colonial Age Mixed Pike-Musket-Infantry. (think 16th-17th century) Expanded naval options. (ships lose the ability to ram each other, but are now standardized equipped with artillery, whereas before, units needed to be garrisoned). Warships are now large ships-of-the-line. Trade ships can be upgraded to "Galleons" that can defend themselves. Artillery (cannons) now replace old-style siege weapons. Fortifications revert back to wood and earth. Enlightenment Age Full gunpowder infantry line. (18th - 19th centuries) Nationalism rises your territorial bonuses, but it is not more difficult to control new territories. Balloons introduced for reconnaissance. Ironclad warships introduced. Field artillery receives a new "grapeshot" anti-infantry feature. Industrial Age Oil (Energy) resource is now available. Armoured units (primitive tanks, dreadnaught battleships) change warfare drastically. (no boarding of ships anymore, for example) First primitive aircraft. Full-automatic weaponry ("machine guns") introduced. Chemical warfare now possible. Atomic Age Rapid evolution of aircraft and tanks. All cavalry lines now replaced by mechanized equivalents. First nuclear units (slow and vulnerable nuclear bombers). Most fortifications replaced by pill boxes, fox holes, metal fencing, and outposts. Paratroopers. Aircraft Carriers introduced. Spy planes introduced. Information Age Nuclear units become more advanced, nuclear missile bases and nuclear subs are now available. Further advancement of land, air and sea units. Game now becomes less about holding territory and more about researching technology and "force projection" far away from your territory. Tanks, Aircraft carriers, and aircraft reach their zenith. Spy unit introduced, which has multiple functions, such as: assassination, sabotage, stealing technology, and biological warfare. Spy can also bribe groups of enemy units into turning into "freedom fighters," uncontrollable by either player, but hostile to the enemy player. Global Age (21th century economics and warfare) All aircraft replaced by drones, which cost a lot of resources, but do not add to the population cap. Satellite recon available. Nuclear bombers replaced by space-based tactical nukes. Infantry are now "enhanced," depending upon the player's line of research, either technologically or biologically. New territories that come under the player's control are in a constant state of rebellion.
  4. Alpha channels are supported yes. Keep the leaf and bark textures at 128x128 a piece or 256x256 if combined.
  5. Keep it under 200 if you can. How many is it right now? If it's a little bit over, then that's okay, because Acacia trees will be spread out across the map--there generally won't be too many of them on-screen at once.
  6. I'd think to put in easy terms, kinda "Viking"-esque, but heavier. With iron banding, heavier rigging. Thicker oak hulls.
  7. Yeahhhhhh, the Celtic ships will be going through a revision too.
  8. This will only happen once for each texture. The game is compiling the textures into a more efficient format for faster game loading. Again, this only happens once and will never happen again (until you install Alpha III, that is ). Philip could tell you more (and correct my layman's understanding of the process). The final Gold version of the game will not (need to) have this feature.
  9. We might release ONE more faction during the Alpha phase. Not sure yet. The idea has been rolling around in my head for a while.
  10. Explain. I always felt the AOK multiplayer setup screen was the penultimate example of good usability for such a purpose (there is always room for improvement though).
  11. Right, units won't shuttle resources back and forth, but the building is still a "drop site." <ResourceDropsite> <Radius>60</Radius> <Types>food wood stone metal</Types> </ResourceDropsite> The actual feature just hasn't been re-implemented yet.
  12. Yeah, if anyone wants to build those models that would be great. http://www.baueda.com/plastikornar/20mm_buildings.html I'd be more than willing to throw them all into Atlas if the geometry and mapping are good.
  13. Yeah, I think Amish and I could make some piers for you.
  14. I don't see why it shouldn't still be there. I mean the Civ Centre is also a resource dropsite.
  15. Yep, what Philip describes is exactly how I hoped we'd do it. With that method it would be trivial to just run the script again to dump out a new list every time we release a gameplay patch.
  16. Even if some of the actors don't exist, some of the meshes will still be there.
  17. yeah, all 3 versions of the Celt Market are in the editor under the "Actors" menu.
  18. New Celt Market and some eyecandy fiddly bits...
  19. Oh hey! Not half bad. Wrong thread I think, though!
  20. The way I do it is use the Print Screen button, then paste it into an image editor (I use Photoshop). There is also a shortcut key to take screenshots, but I don't know where the screens are stored for OSes other than Windows.
  21. Check out how other games do it. They use layers of planes to give some self-shadowing effect.
  22. While I would like an LoD system (specifically for cinematics), it's probably not in the cards. Besides, I'd rather have things like Bloom and distance fog and particles before an LoD system.
  23. The Persians of this time would not have had domed roofs, so it's best to just leave them off. Same with the "pointy" topped windows and doorways. Great model!
  24. Nice. Any chance we can use it? I'm thinking maybe the blue parts would be player color? We actually need a few odds and ends modeled and textured, but the last time I asked the community to help (the savanna trees), it fizzled out with no result.
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