Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Sorry to disappoint, but we've chewed over this issue before and it was decided to go for a simpler "AOE" method. I like the idea, but imagine the possible lag with the computer required to calculate the probabilities of hitting and blocking and all that in real time with 600+ units (and over the internet, with possible sync issues). It's the same reason AOE3's random physics engine has no actual effect on the game simulation. As far as the Pezhetairoi itself, it is my intention that the unit will have pretty weak attack stats individually. It will always have high armour and hitpoints, but its attack will not increase until it is placed into the Syntagma formation. Then it will become nearly unstoppable (but much slower and vulnerable to flanking).
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About the editor, it will be a complex editor like the AOE3 editor (with triggers, cinematics, etc.), but not quite so buggy. We've released developer diaries before. We'll think about releasing more.
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Help me out guys...
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Prop system sounds fantastic. I could show how the prop system works with actors. Or even a showcase that describes the way we use "actors" vs. "entities" and their relationship. -
Ancient Warfare" Magazine Raffle WINNERS!
Mythos_Ruler replied to Aeros's topic in Introductions & Off-Topic Discussion
Ancient Warfare had shipping issues with the January/Feb edition of their magazine. Sending them an email with your shipping info will allow them to send you a new one. Same thing happened to me. Sorry guys. -
Help me out guys...
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
You're right, wrong link. Plant life sounds okay. Any other ideas. PS: Showcase Gallery: http://www.wildfiregames.com/0ad/page.php?p=9923 -
Help me out guys...
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Well, this month is a Showcase month, not a screenshot month. -
Help me out guys...
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Make suggestions. What do you want to see? -
Help me out guys...
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Silly! http://www.wildfiregames.com/0ad/page.php?p=9923 -
Joshua's 21st Birthday!
Mythos_Ruler replied to Shogun 144's topic in Introductions & Off-Topic Discussion
Where's HistoryGuy?!?! Happy bday Joshua! -
What should I showcase on March 1st, 2008? Give me ideas.
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I've actually put some thought into them. We'll see what we can do.
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Task 60 [Deer]
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
I don't see a problem as long as both animations start and stop with the same frame. Also, when a deer bends down to eat grass, his legs really don't bend. http://www.holidayhomescotland.co.uk/Grazi...0Deer%20(2).JPG -
Task 60 [Deer]
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Everything looks nice. I think the idle animation should be a bit more subtle. Perhaps instead of bending down to eat it looks from side to side as if it is scared or skiddish. The walking animation - I think the deer's front leggs should be straighter when the feet hit the ground. Also, I think his upper body dips too much when he walks. All in all, it's looking splendid. I wouldn't worry too much about the clipping. But if there is an easy solution (a few more polies), then I say go for it. Wijit will have the last say though of course. -
Student Created Reference
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Hey m8! Here's how they look in-game after Jason's quick and dirty tweaking. You can see how they match up and blend with the existing structures and nature. -
Task 60 [Deer]
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Keep in mind that deers and most other animals walk on their "fingers". Perhaps that will help. -
You guys are sounding like SimCity now. Don't get me wrong, there are many aspects of SimCity and similar games that could conceivably be incorporated into an RTS, but not this one, IMHO.
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Student Created Reference
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Indeed. They should look nice. -
Student Created Reference
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Errr, I've never suggested he start again from scratch. Multiple variations are always good. PS: Steven, that third building is awesome - the house/apartment. PPS: I am making a new separate task [118] for the Roman Temple. I hope my posts were helpful anyways. PPPS: About the darker foundation, it looks good on rougher, non-fancy buildings, but on more formal structures, like Temples and such, it would be better to go for a more refined look. -
Erik is correct. The Carthaginians in our game utilize Gallic Swordsmen, Italian Allied Cavalry, Balearic Slingers, and Iberian Mercenaries in addition to their native units. The "greek phalanx" style troops are the Carthaginian Sacred Band (notice the white armour and black band on their helmets?). Their mainline infantry are Liby-Phoenician Spearmen - you can see a squad or two of those in the midst of the battle. That was actually a good question Belisarivs.
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Student Created Reference
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Sweet man. Here's also a good in-game shot of the current Hellenic temple. It isn't Roman, but it illustrates a good example of a Doric Temple. I think what we'd like to do is use Doric architecture for Greeks/Hellenes, and Ionian and Corinthian architecture for the Romans. EDIT: I also found a perfect reference for Roman temples. It's a graphic I made some time ago. -
Student Created Reference
Mythos_Ruler replied to ewu_swarrington's topic in Game Development & Technical Discussion
Steven that's really nice. A few things... Greek and free-standing Roman temples usually had a footprint that was somewhere between a golden rectangle and 2:1 ratio in proportion. Yours looks rather too long in proportion to the front of the structure. You'll need columns along the front. Use an even number along the front. Space the columns evenly around the entire structure (columns in the front are spaced the same distance as columns along the sides). You'll also need to decide on a column style. The Greeks and Romans used 3 styles (called "orders")of temples and each had different looks to their columns: Doric Order (simple, elegant), Ionic Order (understated details), and Corinthian Order (rich, garish). Attached will be a reference image for all three. Frieze, you need one. It's a flat surface that runs around the entire lip of the roof edge. The frieze was highly decorated for Greek and Roman temples. Doric temples had a frieze that had individual metopes or "little scenes". Ionic temples usually had a continuously decorated frieze scene that wrapped around the entire structure. This also depicted a story. Corinthian temples were different in that their friezes didn't tell a story, but rather were sculpted and decorated in a more symbolic or abstract way. Again, I'll attach many many images for you. Try to make the roof tiles look smaller. Pack them in. Right now they look a bit stretched and their resolution is showing. Lastly, the door seems a bit oversized in proportion to the rest of the structure (to say the least). The temple looks about the size of my mom's walk-in closet. I like the render though. Very nice work. Looks similar to the game Caesar or other such similar games. Other references: http://www.loc.gov/exhibits/us.capitol/kninety.jpg - Corinthian Order (Romans used this one a lot, because they were rich) http://faculty.virginia.edu/villagespaces/...8B2.pav-iii.jpg - this is a modern house, but it is a very good example of corinthian architecture. http://www.odysseyadventures.ca/articles/g...doric_order.GIF - Doric Order http://earthbunny7.tripod.com/athena/order.jpg - Differences between Ionic and Doric Orders. http://cache.eb.com/eb/image?id=92899&rendTypeId=34 -
Regarding Pop Cap sizes, I have a lot to say there, but I'd like to say that it is not all just about hardware limitations. It is also software (engine limitations), as well as gameplay (important) and most importantly of all HUMAN limitations (how much a human player can deal with at once). Like you said, I could write a whole book on the subject.
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It'd be Alexander vs. The Persian Empire all over again. What we could also do to promote mods is to include small "previews" of mods in official patch releases - like one or two units or something. What we plan on doing anyway is releasing new content with each patch, stuff we didn't get to making for the 1.0 release. New maps, new units, etc. And of course, each patch will include bug fixes and gameplay balances.
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Erik is right. The Cart eles are pretty much done, all they need is a rider. Maybe the riders were shot off their mounts by the Persian bowmen.
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We are proud to release the February Screenshot, entitled, "Battle for the Persian Town". Click the preview below to view! Check out the Screenshot Gallery for all of our past screenshots! And don't forget to leave a comment!