Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Lately the art department has been working hard to finish the art assets for the game. Sage_Paladin, EmjeR, and our new team member RedFox20 have contributed greatly to to the artwork for the game over the past few months. Take a look at our ModDB profile here to see some of our latest renders and screenshots:
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1. I don't think it's giving too much away if I tell you the standard soldier classes we have in the game. Infantry Spearman Infantry Swordsman Infantry Slinger Infantry Javelinist Infantry Archer Cavalry Spearman Cavalry Swordsman Cavalry Javelinist Cavalry Archer All "standard units" fall into one of those classes. They use that weapon exclusively. Any unit that you want to use more than one weapon should be made into a Super Unit or Hero or other special kind of unit. 2. There are no "ages" in 0 A.D., but we have city phases that act almost exactly like "ages" in that they create a technology bottleneck for the player to overcome. With that in mind then, the game has 3 "ages", but a skilled modder could add as many ages or phases of development that he or she wanted to. Researching the next "age" or "phase" is as simple as researching a "tech" whose primary effect would be to unlock the next set of technologies and buildings. It would involve relatively easy scripting. 3. Standard buildings? We pretty much have the standard buildings you'd find in any RTS of this type, except the barracks, blacksmith, stables, and archery range are combined into one "Military Centre." We wanted to focus the military aspect of the game on training units and using them in battle, rather than building the right type of military buildings. 4. The Town Center (we call them "Civic Centres") is used to capture territories by building them atop settlements. This allows the player to build more structures (more houses, military centres, etc.) on the captured land. We will also have formations that have a real benefit to using them (unlike in AOK where the formations were cosmetic). There are a lot of other things too, like ships are bigger, more expensive, and you can garrison units aboard for extra benefits.
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No no, I think you're looking too deeply into it. Look at the mass-production side of "economy of scale."
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This might give you a better idea: http://en.wikipedia.org/wiki/Economies_of_scale
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Priests are healers. Train method has to do with economies of scale. That's all I say bout that.
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- Territories will be large enough to sustain a player for a good 15-20 minutes at the beginning of the game. After that, the player should have hit the building caps for that territory and will have exhausted much of the resources and will be force to expand to other territories by capturing the well settlements at their core (build a Civic Centre over them). A good player will want to capture as many territories as possible as soon as possible in order to prevent the enemy player from doing so. By actual "size" of the territory, it'll prolly take your slowest unit a good 30 seconds to travel across a territory, I'd say. I'd say a territory is several screens big. - I don't know what you mean by "unique train." - Units will perform idle animations (crack their necks, looking around, being bored) when on-decks, yeah. - The editor will be similar to the AOM editor, but designed in a 100% more efficient way for ease of use. There will be a bunch of pre-made triggers, but they are also javascript-based, so end-users who can script can make their own triggers pretty easily.
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Pretty much. Although here might tell you more about gameplay: http://www.wildfiregames.com/0ad/page.php?p=9923 I don't know what else we could tell you. The game will have formations, unique factions (6 of them) with historical units, a unique tech tree system, a unique training method, cool ships, big beautiful buildings, and territories. That pretty much sums up our game. Do you have any specific questions? Here's what one of our Persian ships looks like.
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Still making progress. We post updates here as well: http://www.moddb.com/games/0-ad
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Monks (Priests) only heal other units. But cavalry units can convert female citizens, in effect "capturing them" to your side. I hate to use the analogy, but it's similar to capturing sheep or other herd animals. Same kind of thing, but female citizens are much more valuable than a single sheep though.
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The burning buildings thing I like (and wouldn't mind seeing in 0 A.D. Part 2), but I disagree wholeheartedly with the whole premise of a collapsing tower crushing your army. Maybe having a small effect, like reducing their HPs by half, but killing them all would be severely annoying.
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Howdy! Welcome! Well, about the game, it's not going to be an MMO, but an RTS. Hope that doesn't disappoint you.
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We already have the counter-system designed. It is not a straight rock-paper-scissors system. What happens is each unit gets a primary counter and a secondary counter. They get a 2x attack boost vs. their primary counter and a 1.5x attack boost vs. their secondary counter. It's an overlapping system that way, where each unit counters 2 other units, but is itself countered by two units.
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Be warned, the FAQ is old and might be out of date in some ways. We really don't know how many people know about 0 A.D. because it is frankly nearly impossible to keep track of such things. We've had a few articles in various game magazines and on a few websites, but for the most part we are pretty low key. We want to remain that way until we're ready for a public Beta, then the marketing juices will kick in. As far as Diplomacy goes we will have the standard Ally/Neutral/Enemy options, yes.
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The cool thing is all the things you like in the plan (running and territories) are already full implemented.
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Our ships won't be exactly like Rise & Fall's ships. If we have units appear on-deck, then they will stand in pre-assigned slots and not run around on-deck. What is 100% positive is that ships will be effected by the kinds of units you garrison aboard. A ship's primary attack will be ramming and there will be some kind of "boarding" feature that allows players to take over enemy ships. Ships will be bigger than AOM or AOK, but smaller than R&F.
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Nice. How many tris is a typical unit?
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Will the beta be released this year?
Mythos_Ruler replied to Crunchy Ostrich's topic in General Discussion
If you would all like to assist monetarily to the development, please send $20 to my PayPal account. -
Hi, I'm here.
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Hi Friendz...I'm new here.
Mythos_Ruler replied to sureideas's topic in Introductions & Off-Topic Discussion
Hi Hi. -
Game Developers and Porn Stars
Mythos_Ruler replied to Hiram's topic in Introductions & Off-Topic Discussion
lol -
Great new game to play while waiting for 0AD
Mythos_Ruler replied to RTS_Junky's topic in General Discussion
Link us man! We need screenshots! -
Rock on!
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Well, I think I got it.
Mythos_Ruler replied to Apomonomenos's topic in Introductions & Off-Topic Discussion
There are others who advocate monetary reform besides kooky Ron Paul. -
Why not just assume some standard Sogdian or Bactrian semi-arid plain?
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How many tris for a typical unit?