Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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hehe, okay. No rush. Glad it was an easy fix!
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No entities will display in-game and I can't place any entities in Atlas.
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I'd say that'd be something for the editor.
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Well, I don't think we'd need ships to go under bridges. Did ships go under bridges in Age of Kings? No. What we'd do is give a maximum length a bridge could be, so you can't span bridges across the entire ocean. Maybe the width of a screen at typical resolution and zoom could be the maximum length. They would be slow to build and expensive.
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:)
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Well, I forgot to update their Faction Profile.
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Right, here is the basic game structure: Support Units -- strictly economic units (female citizens, merchants) or healers (priests). Citizen-Soldiers -- econ units that also fight. They "level-up" over time, making them better at fighting and less good at gathering and building. Super Units -- strictly military. These guys are the "professional" soldiers of your faction, like Spartans, Immortals, etc. They don't need to level-up, since they are awesome fighters already. Heroes -- only available in the late-game, and only one at a time, they are usually very good fighters and have special abilities and functions. Citizen-soldiers and support units will be available from the beginning of the game. Super Units and Heroes will only be available once you phase-up to City Phase and build a Fortress (or in the case of the Greeks, a Gymnasion and Tholos).
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Thnx m8. What I would do is use a nice base terrain, like that grass terrain, then use blotches of the more shrubby terrain for accents. Then load those blotches with bushes and grass for a nice 3D effect.
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How about we wait until we have a well-working game before we pronounce this or that feature a "flaw" and come up with all kinds of overpowered or unbalanced strategies that we think will make the game flawed. None of us knows how the game will play once all the features are in place.
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Training queue design
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
Well then... carry on soldier. -
Training queue design
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
The queue trains up to 99%, then stops. D: -
THIS would make an excellent "passable" forest.
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yeah, cacti are anachronistic, so we won't include those in random maps. Would still be nice to have them in the editor though.
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Training queue design
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
When I said they should "file out" I mean they just all mob out and assemble at the rally point in a nice box formation. I have no illusions that we'll make it like Battle for Middle Earth II where the units all filed out the front door nice and neatly. What they did if the building was destroyed as they were filing out is that all the units just continued to run out through the smoke and debris like nothing had happened. It looked fine. But yeah, in our game they can all just pop out. They dont have to march out through a door or gate or something. -
Training queue design
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
The discount can follow a nice gentle S-curve and start to level off around 20-30 units. A discount in "training time" means... Let's say a soldier takes 20 seconds to train and you train 20 soldiers individually, that's 400 seconds in order to pump out 20 soldiers. But let's say you train those 20 soldiers in a BATCH, the train time could be 16 seconds a piece or 320 seconds for the batch. There is a time there where you are not pumping out individual units and may be vulnerable to attack, but in the end you get more troops out of the barracks quicker with the batch and its training discounts. About the cost discount, it looks like you have a good idea there. I never thought about displaying the discount in the tooltip or whatever. I'd say all organic units could use the batch system, while mechanical units are stuck with the plain old queue. For simplicity sake I think once you create a batch, then you can't "add to it." You have to make a new batch. The moment you release the shift key is when the batch is locked into the queue. This depends upon the implementation of formations. I envisioned the troops emerging from the barracks in a box or line formation, or at least filing outward towards the rally point and then forming a formation. Either way any units trained in a batch would be auto-grouped. I think the standard RTS convention is to deduct the full cost of the unit upon queuing, and then refund the full cost of the unit if its training is canceled at any point. I think the player should lose all resources invested in whatever is in the queue at the time of the building's destruction. -
Well, it depends which era of Egyptians. The Ptolemaic era of Egypt is well within 0 A.D. Part 1's time frame. I even planned for a possible mini-expansion that included them (and the Seleucids and the Marian Romans), but right now those plans are just happy dreams.
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They would definitely need to be a mod. I really don't see WFG adding a civilization such as the Hebrews when there are Huns, Sarmatians, Germanics, Imperial Romans, Parthians, Mauryans, etc. that can be added.
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I was thinking a Leonidas campaign (like the William Wallace campaign for AOK).
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Well, someone will have to add those options. I'm not an admin anymore.
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I am designing some UI stuff for the game and it would be helpful to know which screen resolutions are most popular with the game's potential user-base. // janwas edit: added some more options
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Running was implemented for the old simulation system, but not yet for Sim2 (it's coming). Basically running and charging will be a simple double-click. I would like the 'R' key to toggle Running/Charging as well. I have no control over that at this juncture, but seems reasonable. As far as retreating/Morale. We talked about it extensively for years. I remember talking about it in 2003, 2004, and every time a new member joined the team with a "cool idea, let's have Morale!" It's been decided that your units running away from you is not in keeping with the RTS tradition and would anger some players (including myself -- I think PLAYERS should feel the emotion or need to retreat his units). One of my favorite games is Rome:Total War (specifically the very good mods like Rome:Total Realism, Diadochi:Total war, and Roma Surrectum). It has Morale and Routing. It fits in that type of game because you are always either fighting or doing econ. There is never a time where you do both, like in an RTS. And the "economy" in RTW is just about population control and building the right buildings and capturing the right cities, hardly has micro as a standard RTS where you have to worry about storehouse placement and how many units to place on berry bushes.
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Yeah, they could chase you right into your towers and defenses.
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Also, there's nothing that says a player shouldn't retreat his troops when necessary. A lot of players just never learn when it's necessary for a tactical withdrawal.
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Elephants can "run amok" yeah. No Morale in the game though.
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It seems like in practice, the most important gods are Apollo, Athena, and maybe Demeter(?) and Dionysos. I'm talking about as far as their popularity with actual Ancient Greeks. Apollo (Sparta, Makedon) and Athena (Athens) were the big ones as far as state cults go. Herakles was worshiped as a demi-god in Thebes.