Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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1. Not sure what you mean. They may be trained in batches, and once trained they can be placed in formations where they can be ordered around as one. 2. No. 1) The map is divided up into territories, each with a settlement at its center. Build a Civic Centre atop one of these settlements in order to capture the a territory. You can then build structures in that territory. 2) Very similar to games like Age of Empires or Age of Mythology. The next "phase" will be researched much like a technology. Two of our factions, Celts and Greeks, have sub-factions that can be chosen in the final phase.
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I like how these guys look like Lego men. Perhaps creating the game world with that angle in mind?
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See more cool stuff here: http://www.moddb.com/members/mythos-ruler And here: http://www.moddb.com/games/0-ad
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Thanks for your help guys!
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4 u...
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You mean updates like these? http://wildfiregames.com/0ad/album_page.php?pic_id=12137 http://wildfiregames.com/0ad/album_page.php?pic_id=12141 http://wildfiregames.com/0ad/album_page.php?pic_id=12145 Those kind of updates?
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Yeah, uh, it tanks my Google Earth... lol Cool idea though.
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Part 2 will definitely move forward. Sorry m8. Probable Factions: - Imperial Romans - Eastern Romans (Early Byzantines) - Parthians - Germanics - Huns - Dacians We could possibly add more factions in subsequent patches. I do believe there are murmurs of a fan mod that takes the game into the ancient empires time frame.
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The thing is, I don't think "Conquistador" was a "soldier type." I mean, a "Conquistador" may or may not ride a horse, may or may not use a musket, and may or may not wear any armour.
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Too much ping.
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No. Just task them. This is a video game afterall, not a simulation.
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1) Yes, already implemented. Units will have their weapons, shields, and helmets removed while they gather resources (makes sense, eh?). 2) They will not have to return to their barracks. 3) Of course - you can trade between your own territories as well as trade with your allies (way more profitable).
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DJ Tiesto.
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http://www.youtube.com/watch?v=lP6XU_d1boE&feature=related
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What you say is a good idea and something I agree with, but as MrBlack said it could be something we work out once the game goes gold and we implement it in a subsequent post-release patch.
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"Iberians" in our game are the tribes that lived in Iberia.
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Nice stuff. My favourite is the "Ancient Persian Archer."
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Any and all official Expansion Packs will include the original factions as well as new factions. The old factions will be updated in order to take advantage of any new features we introduce in later expansions/versions of the game.
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The major differences from AOE/AOK/AOE3 would be territories, citizen-soldiers (gather and build as well as fight), all six factions are unique, and formations that actually have an impact on the battle.
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Tres interesting.
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We'll do our best to eliminate the decay of too much ping caused by the deaths of not enough soldiers.
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Ahhhh, good ol' Age of Antiquity...
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It depends on exactly how "strong" and how "weak" we are making the respective armies. If by "weak" we're talking about little more than armed peasants, then even a relatively experienced smaller force can scatter them with ease. I'd actually divide my troops into smaller units of perhaps 100 men each (I'll call them a "century"), some heavy infantry and some are heavy cavalry, and drive them, each in wedge formation, into the massed enemy formation from different angles of attack for mass confusion. The primary goal would be complete and utter forward motion - no stopping. Just keep driving deeper and deeper into the massed enemy formation, killing being secondary. As the enemy formation gets disrupted and casualties mount, confusion and panic will take hold and it will be nothing but a rout. Moving back a bit - Immediately prior to the initial charge I would instruct my elite force to ignore the petty cheering and taunting and hollering coming from the inexperienced and rather weak enemy and instead focus on silent parade drills, moving each century of men across the battlefield like chess pieces. Once in attack formation, I order a trumpet blare, the men yell a brief chant as instructed and charge forward. Then with the second trumpet blast, halt their charge with a brief chant. Third trumpet blast they silently throw their pila into the massed enemy formation and charge. By this time the enemy army is pissing itself, confused as to what my tactics are exactly. When contact is finally made from multiple angles and with centuries of my troops driving straight through their ranks with wild abandon their morale fades quickly and the battle from then on out is a slaughter. With my smaller force I have more maneuverability and am unencumbered. My smaller force is easier to drill for the battlefield maneuvers I will require of them. My more experienced force has discipline, something inexperienced forces simply do not have. My tactics would be intricate, but my strategy simple: Drive forward, slice through the enemy formation, disrupt their lines, cause confusion, cut off the head of the chicken.
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Ahh, the beauty of defeat!
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You are assuming your troops and field commanders are competent to carry out your orders as planned, when clearly this exercise indicated they might not be. You are also assuming that my force does not have the ability to counter skirmishers and light infantry. Are you assuming my entire force is heavy infantry or? We have to decide on the make-up of our forces before we could get into actual tactics. You are assuming that with you now in a "perfect" defensive position your troops would want to abandon it in the face of my crack troops. A battle is never purely defensive. At some point you would have to sally from your position, either to commit to a withdrawal, commit to a counterattack, or commit to a chase of a routed foe. Perhaps we can begin this exercise by choosing the make-up of our forces. Here are the troopstypes I propose: Heavy Spearmen (Good for massed defense and counterattack) Heavy Swordsmen (Good for massed attack) Light Skirmishers (Quick and nimble. Good for softening up an enemy) Light Infantry/Heavy Skirmishers (Not so quick and nimble. Could double as spearmen in a pinch) Archers (Adds a punch prior to melee combat, but pretty much useless once the battle commences) Heavy Cavalry (Good for offense and chasing Skirmishers. Charge decreases enemy morale) Light Cavalry (Good for guarding flanks and lightning attacks. Can have a javelin or archery component) Specialty Soldiers (Let's leave scythe chariots, flaming pigs, elephants, etc. out of it, shall we?)