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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. I would love to make a mythology RTS, akin to a more accurate AOM. However, 20 factions is way too many to make unique and maintain balance. I'd do: Greek, Norse, Egyptians, Mesoamericans. Then in the expansion do the Chinese, Japanese, Hindus, Mesopotamians. In the end that's 8 totally unique factions. Perhaps add the Romans in a bonus content pack. (I once read a VERY good Roman faction profile here. They could definitely work and be a lot different from The Greeks)
  2. I don't know how many ways I can explain this... how about, "Yes."
  3. You can mix and match animations specific to unit types (so, cavalry animations for cavalry, bipedal animations for anyone on 2 feet). You can also create your own animations if you wish. WFG will release the necessary assets (models, skeletons) for this purpose when the game is released.
  4. Yeah, 0 A.D. uses attachment points and prop-switching to match different animations. All controlled through the Actor Editor.
  5. I am surprised there aren't more Total War clones out there.
  6. It's not consistent, actually. Mono, Bi, and Tri all refer to number of banks. From then upward it refers to number of rowers per vertical slice.... so a quinquireme (5) would have 2 banks, with 3 rowers on the top oar and 2 rowers on the bottom oar. This obviously means way more stamina and the possibility of making heavier/wider paddles on the oars for greater power per stroke.
  7. Not exactly. More like the stats of the ship and the abilities of the ship are modified by the units you garrison aboard.
  8. Right now we have "friendly fire," yeah. We have toyed with the idea of making it an option in the host setup screen. But as far as Principes and Hastatii are concerned, we aren't going to change them. Sorry. Perhaps you can mod them when the game comes out.
  9. We made the Principes into the Pilum throwers, because as Infantry Javelinists they'd most likely be behind the Hastatii, the Hastatii acting as the meat shield.
  10. We had to divide the Principes and Hastati into different unit-types, because the game design dictated that we not have two citizen-soldiers in a faction of the same type (Infantry Spearman, Infantry Swordsman, etc.), so the Principes are Infantry Javelinists (throwing the pilum), and the Hastati are Swordsmen. Elven Ranger asked about experience. Yes, all citizen-soldiers upgrade themselves based upon experience. You train units at the basic level, then the level-up to Advanced, then to Elite. Each level gives a different, more elite looking appearance.
  11. We are representing our factions in specific "slices" of time. So, the Romans use the Polybian reforms for their army (Triarii, Principes, Hastati). The Marian reforms we might add in as a patch later on (I have some very cool plans for that, but we need to get the game to version 1.0 before we start implementing that stuff). The Greek city states sub-faction is the 5th century Greeks, while the Macedonian sub-faction is the 4th century Macedonians. The Carthaginians are the 2nd Punic War Carthaginians, while the Celts and Iberians are from around 200BC - 100 BC. Persians are 5th century BC Persians. And yeah, the Syntagma in our game will be nearly invulnerable from the front.
  12. I would think most people who are addicted to smoking don't just blaze a few on the weekends.
  13. For a tutorial, I was thinking along the lines of using Leonidas as the main character, kind of how Age of Kings' tutorial was William Wallace.
  14. The problem there is that most of the action would be Roman vs. Roman.
  15. Well, we'll let you know when we do have an estimation.
  16. I am with you, 100%. I assure you, we are not being perfectionists. There are some fundamental features that still need implementing in order to even begin to start thinking, "this is good enough."
  17. Well, enemy swordsmen would get pwned by the Greek's Cretan Toxotes. If all a Greek player trains is hoplites, then they deserve to get killed.
  18. I agree, although that's a good thing for us at WFG. There is a rumor that Robot Entertainment is working on an historical RTS though (which would be notsogood for WFG).
  19. Phalanx, you are correct. The Hellenes get no swordsman (except for Ekdromoi who can switch to swords to kill support units).
  20. When you reach the City Phase you will be given a choice.
  21. I still think you are confusing what I and others have said. We have said that indeed Persia had national units that were very tough - the Anusiya for instance. The Medians were pretty badass as well. What we talk about when we say overall the Persian armies were weak is because the vast majority of Persian armies were not made up of Persians. They were made up of Egyptian, Babylonian, Paphlagonian, etc. conscripts, not highly trained Persians. The "Persians" in our game is the Persian Empire, which encompasses units not just from Persia itself, but from its subject nations. The only "Persian" unit the Persians will use is the Anusiya, which will be very effective soldiers in the game. Yes, we know Greek armies had light troops as well, but these were not the majority. The majority of Greek armies were highly armed and heavily armored. These are just the facts. The Anusiya, the only true Persian national unit in the game, will be more than a match for just about every Greek unit. The rest of the Persian levied infantry, from other nations, notsomuch.
  22. In the Hellenistic era, under Pyrrhus, Epiros became a major player in Italian and Greek politics. Pyrrhus battled the Romans, the Syracusans, Carthaginians, and Spartans. The guy was everywhere. Plus he had a pretty sweet helmet. http://community.imaginefx.com/fxpose/john...4/original.aspx http://en.wikipedia.org/wiki/Pyrrhus_of_Epirus
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