Jump to content

Mythos_Ruler

WFG Retired
  • Posts

    14.941
  • Joined

  • Last visited

  • Days Won

    59

Everything posted by Mythos_Ruler

  1. Vit got to my point better than I did. Basically in RTW you see 100 units on screen but they only represent 1 unit gameplay-wise.
  2. Come on now - semantics. Once you're down to that, that "squad" is pretty much dead. All 40 "units" within that squad are simply representations of how much "life" that "squad" has left - similar to 3 units (visually) making up 33% of the health of a unit in 'Rise of Nations.' Visually it's more appealing, but tactically, strategically, you're really only commanding one unit. And my point was, when people say, "Look! I am commanding thousands of units on screen!!!1!" - no they aren't. They are only commanding 20 units on-screen. The mechanics of the gameplay are the same whether there are 100 units per squad or 10 units per squad. In an RTS - each unit you see on screen is supposed to matter. That's the angle we are shooting for. Empire Earth - I haven't played that game, only the demo (don't think there was territories in the demo, not sure).
  3. I don't think we'll have multiple-outcome campaigns or branching campaigns. We've talked about it, but it all depends on what kind of manpower we have in the Scenario Dept when the time comes. My guess would be traditional linear campaigns, but don't be surprised if we throw a few curve balls at you.
  4. Historical "events" will come from the single player campaigns and any custom scenarios. Furthermore, in Multiplayer players may only train one Hero at a time.
  5. Keep this in mind too: RTW or M2TW don't actually have thousands of units on screen. You actually only have 20 units on screen (as far as the game engine is concerned). Understand that in a TW game you can never control a single lone unit like in an RTS. All the thousands of units you see in a TW game are just meshes and animations tied to at most 20 "real" units that you control. So, really, you aren't required to control much of what you see going on on-screen. Territories: There will be territories on the game map, but not like RTW. Maps are random map scripts like AOM or AOK. Population Cap: This will be as high as we can make it without effecting gameplay (lag, too much to handle, etc.). At this point there really isn't a population cap instituted. Our estimates range from 150 to 300. Keep in mind that even if pop cap is only set on 150, most of those will be fighting units because units perform both economic and military tasks. Ages: This has been answered many times. There are no "ages" per se, like "Classical/Hellenistic/Imperial," but there are "city phases" that you upgrade your city, unlocking additional structures you can build. Release Date: I have decided to just ignore these questions. Every estimate I give seems to be wrong and I tick off my friends. Let's just say at least another year before a public beta (we have plans we'll release soon regarding this, you'll be happy).
  6. At this stage, the player will have plenty to worry about to have to worry about which terrain texture his phalanx is traveling over. You have to worry about training units, constructing buildings, gathering resources, researching technologies, grabbing territory, scouting the map, unit formations, hero placement (to best utilize his/her bonuses), and paper/rock/hammer/scissors/pencil fighting dynamics. In a Total War game, all this is not going on at the same time unlike a true RTS like 0 A.D. Adding things like "phalanx breaks up over terrain A, B, and E" would be way too much. About units and how they'll be handled - It'll be possible to handle units on a per-unit basis or in groups. When they are placed into a formation, they act like one giant unit, ala RTW. When the formation breaks (due to too many losses) or when the player manually breaks the formation then it will be possible to handle them one-by-one. A little tidbit maybe we haven't mentioned before is the way units are shaping up to be trained. Basically we plan to implement a feature to where players can train them one-by-one in a queue, or train them in groups of varying sizes. There will be some benefits to doing this that I won't get into, but it's one of those things that I really like about our game design.
  7. wozowozoo - Where did you see that screenshot? I am very curious! BTW - welcome to our forums! Hope you like your stay!
  8. Since 0 A.D. does not exist as a true date, we took artistic liberty with the format of the name itself.
  9. The big rags we're trying to stay away from until we have a full fledged Beta. It would be the kind of "proof of concept" that would entice a big magazine like PC Gamer to feature us.
  10. Wow, I seem to have steered a lot of you to this project. lawl. It's good to know someone actually clicked the link in my signature! Where at? AOE3H? AOMH?
  11. Exactly. Spartan "mora" (regimental) shield patterns were used at the time. The lambda didn't come until late in the Peloponnesian War, some 60 years later. Simple mistake though. It's widely held misconception that the Spartans always used the lambda.
  12. Both obvious photoshops... but funny nonetheless. EDIT: Tycan's could be real though. Scary.
  13. Great video! A little long, but worth it! A martial artist demonstrates the ancient Greek martial art of Pankration, which includes self-defense, offense, and even demonstrations with hoplite tactics and how they can apply to modern self-defense. AWESOME VIDEO. http://www.yourgreeknews.com/070410/ Here is the Pankration Academy website! http://www.pankrationcanada.com/
  14. http://www.myspace.com/wildfiregamesofficial Nothing much there yet... but there will be.
  15. He said, something like, "...we'll move on that large island Sicily - they'll pay large tribute. Next, the Roman tribe. Good fighters! We'll beat them!"
  16. Infantry kill female citizens, however Cavalry capture them.
  17. Rise and Fall: Civilizations at War had a cool feature where if a ship sunk, most of the units aboard would float in the water. But the feature was way too much, IMHO, as the units ended up dying anyway before they could swim ashore.
  18. Individual stats are a no go. I don't think we'll ever do that. If we do, the variance will be less than 5% I think. But you should never say never. One's thing's for sure - randomized stats for units will not be in 0 A.D. Part 1. As far as individual visual traits, we do have randomized hair colors, faces, and beards. hehe You have to zoom in halfway to see them, but they're there. As far as fat, muscular, skinny, etc. That's kind of out there. I mean, not too many ancient armies, I'd think, would employ obese soldiers.
  19. Randomly changing the build of a unit is very possible, however like Argalius said, it's too much work for too little gain. However, we can scale randomly heights and such. We plan to do that for Trees anyway. We'll see what we can do.
  20. Ships will be capturable. Also, if rammed successfully and sunk, your units die as well.
×
×
  • Create New...