Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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I'd say each building is its own entity. And having an AI for the tribal faction would be excellent. If you want to just destroy the village (and take the resulting Loot), then they would defend.
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The Celt dock is MUCH better now, Pureon. Don't you worry. Cool boats man. Did you make them or port them over from AOE3? They looks kinda like the canoes for the natives.
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Well, if I were to implement something: - Tribal "factions": Thracians, Numidians, Illyrians, Samnites, Hindus, Anatolians, Levantines (Hebrews, Phoenicians), Scythians; as well as weaker versions of the original 6 factions: Carthaginians, Celts, Greeks, Iberians, Persians, Romans. - Villages come in pre-arranged shapes and sizes, chosen randomly. - The factions and numbers of villages would be determined by: a.) the biome of the random map script, b.) the random map script itself may alter things a bit for gameplay, c.) the number of players. - The only "options" we give the game host is a TRIBES ON/OFF toggle. - Build a shrine for the village in their village square and they become your ally. You can train their units as mercenaries from their barracks, etc. You can also trade with them with your Traders, from your Market to their Market. Trade with tribes is bonused 25% over trade with your own provinces. Mercenaries function like Super Units, in that they have no economic abilities, and usually cost only Metal (Gold). An enemy can either just destroy your shrine and then the Tribe becomes neutral, or the enemy may wipe the village completely off the map.
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Yeah, sounds like a modulation of the native tribes feature in AOE3. I like the idea, and it can be implemented in 0 A.D. when we get the slotting feature back. Just not sure we want to take the time and manpower to do it though.
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That was quick. Farming fixed.
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Units can no longer farm from a field. They can only "kill it." Someone please confirm.
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CONTRIBUTE TO MYTHOS_RULER'S B1TCH1N PLAYLIST Post music that some people may not have heard. The videos may or may not be all that great. The main point is the music. Lissie - "In Sleep" Broken Bells - "High Road" Barcelona - "Please Don't Go" Radiohead - "House of Cards"
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Pretty cool. I took a look at it in-game. Good work! I think the "rivers" should be narrower and shallower. In real life they were basically just glorified streams or brooks. I am glad I redid the Mediterranean terrains for Alpha II.
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'Mill' means lumber mill in this context.
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99% of players would not want to zoom in that far in a standard game. Why would you when it makes the game look horrible? The same thing would happen with AOEO or AOE3 if you zoomed in that far--they'd look horrible. The camera will be untethered for scenario cut scenes.
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Audio Design 5 - Voice List
Mythos_Ruler replied to Acumen's topic in Game Development & Technical Discussion
Nice. We need some female sounds. -
My personal pet theory was that the sea peoples were Mycenaeans pushed out of Greece by repeated Dorian invasions. I am not sure if this aligns correctly historically.
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1.-4. Agreed on everything. 5. You can already zoom in pretty far with the default zoom settings. I really don't know how zooming in further will improve the look of the game when the default min zoom already stretches a lot of the textures. 6. You can continue to play the game even if you've "won." I don't know why people keep asking for an "endless mode" when you can choose 'No' when it asks you if you want to leave the game. Essentially "endless mode" is already implemented. Perhaps we can make this more intuitive somehow? Perhaps the wording could be made more clear. 7. Absolutely. Originally when hitting the ESC key it would want you to close the game, which was bad. I personally would want ESC to escape out of a selection or close a menu rather than opening one. Maybe F1 for the menu? 8. Agreed.
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My original idea was to make it a giant hall or longhouse like you suggested, until someone complained that we don't have enough round buildings for the Celts.
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'R' should be for "Run/Charge" IMHO. I just don't see the need for the ranks in the health bars at all. Even though soldiers get better as they level-up, they will still have the same functions and bonuses, although stats will be a little different.
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Honestly? I find them unnecessary and cluttery. Let's see what k776 says.
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AHA, nice FOW bug... And yes, the center icons all look blurry because they are being scaled up from 64x64 to something like 100x100. The only solution is to use bigger icon sheets.
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Posted image is broken for me.
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You can choose to continue. Plus I added some Player 2 Spartans you can go and smite with your Celtic horde.
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yeah, a couple of them are old models, but spruced up quite a bit with (player color) shields, heads on a pole, swords, and stuff like that.
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The main menu will not be fixed before the next Alpha. Likely it won't be fixed (completely redone) until we hit Beta.