Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Of course we want all play-syles and strategies to be viable! Each civ will have a particular feel to them, but we don't want to hogtie the player into one strategy. About Carthage, we do have the Iš Ĥanít Arukáh Meguyás... which is Liby-Phoenician something or other.
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Actually a bunch of stuff in "Age of the Aegean" were features I proposed for 0 A.D., but were rejected, LOL!
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I never really liked the trailer, personally, except the ending where you seethe logo - but that's me.
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Welcome welcome. I think I've seen you somewhere before.
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Those are Celt Heroes Britomartus and Brennus, I believe. But hey, just wait, believe it or not Brenden's skills have increased even over those two fine pieces! Hopefully he'll release soon some of his newer work (that we on the team have seen - to our delight) to the Units gallery for you fans. I'll just say his work on the Persians Arabian Camel Trooper is outstanding as is his image for a new Iberian hero. PS: To clarify my previous post, there will indeed be drop-off buildings, but units won't "resource shuffle" back and forth. It's a happy medium between the old Age of Empires/Age of Kings resource shuffle and the current Age of Empires III no drop-off points at all paradigm. A few reasons for not having resource shuffling, if I may be so bold, are pathfinding (we want that CPU power to be used for other things) and the extra micro already involved in our current citizen-soldier concept. But we still want those drop-off structures for that added bit of realism and base-building. So, I think it balances out nicely. It's not like we eliminated complexity (resource shuffling) and didn't replace it with new complexity.
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Great post! ... Hopefully this game will be all you dreamed it would be and more!
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It's an idea... but we have other ideas about bonused gather rates relating to which province you gather in, and whos. We'll see.
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Only since you asked nicely. But you should ask specific questions.
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Oh definately. Formations and battlefield tactics utilizing formations will be extremely important in the game. Different formations will give different bonuses as best as we can approximate with historical accuracy (and good gameplay). There will be rectangle, box, column, wedge, testudo, skirmish, and phalanx formations, all with unique bonuses (and weaknesses) in speed, flanks, armor, and attack. To be honest, a good player can use the multilayered rock<paper<scissors in the game with no formations and still possibly win, but the player that uses formations well will certainly have the upper hand!
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The shot from revision 4002: http://wildfiregames.com/0ad/album_page.php?pic_id=10087 Unfortunately there is quite a bit of compression from image resizing and jpeg compression. I'll post a higher resolution shot very soon, so you guys can get the full awesomeness.
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We plan on showing a Wintry screenshot this summer. We have quite a few art assets completed to show a snowy scene very soon. About that "amazing" screenshot, that's coming up next.
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How true... how very true. I assume you are talking about AOE3. The funny part is, through testing, it's been found that standard cannons counter other cannons almost as well, yet are far more versatile. Cory, about EE2 - that truly looked terrible from the first screenshots.
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Here's how I'd like to see cavalry: Generally their standard attack values should be on par with the attack of an infantry unit of the same general type. For instance, a Cavalry Swordsman's attack should be roughly equivalent to an Infantry Swordsman; a Cavalry Archer's attack roughly equivalent to an Infantry Archer's. What would make Cavalry worth spending the extra resources on would be their speed; to outflank enemy formations and for scouting; and their ability to Charge and use Trampling effects. Ideally, a player would not send his squadron of Cavalry Spearmen headlong into the massed Infantry Spearmen of an enemy Phalanx - this should be suicide for the player's Cavalry Spearmen. Rather, the player should outflank the slower Phalanx and attack it from the sides and rear where it is most vulnerable, most likely forcing the enemy to break his formation (losing the bonuses of this formation) in order to deal with the new threat to his rear. Cavalry should also be good for chasing down enemy Infantry Archers, Infantry Javelinists, and Infantry Slingers. Cavalry should die to direct hits of arrows as easily as does Infantry Units when directly hit, but the trick is Cavalry should be harder to hit. These are the types of things we want to accomplish with the game... true strategy and tactics based on true battlefield mechanics. Why do Infantry Archers get beat by cavalry? Not because of some arbitrary paper-rock-scissors attack bonus, but because cavalry are harder to hit with arrows and archers have a minimum range (like Skirmishers and Onagers in AOK), making them easy prey to fast moving enemy units (like enemy cavalry). Why do melee Infantry units suffer to ranged units? Because they are slower and are easier to hit with arrows, slinged bullets, rocks, and javelins. These are simple battlefield mechanics that lend themselves to the RTS genre pretty well, but aren't explored very well in commercial RTS games (I am looking at you Ensemble Studios).
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For a few passionate (or crazy) people
Mythos_Ruler replied to Hlios's topic in Introductions & Off-Topic Discussion
That was a pretty good introduction, Nikos! Welcome. Having another history fanatic join our little community is a good thing! -
Anything "ranged" is anything that "hurls" an object - a big rock (catapult), a lead bullet (a slinger), an arrow (archer), or a pointy stick (javelinist). But what he means by ranged, I assume, is archers.
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If you had 3 wishes ... for yourself. ..
Mythos_Ruler replied to ZeZar's topic in Introductions & Off-Topic Discussion
Well, number 1 is obvious. 1.) Unlimited Wishes (should have banned this wish too, silly!) 2.) Repeat number 1 3.) Repeat number 2 -
Wijit is right. Each type of unit has its inherent characteristics. Each type having its own bonuses, attack, and other attributes. The difference then between civs we can adjust these attributes accordingly in order to bring a specific flavor to each civ. That being said, a Spearman from Persia will have the same basic functions as a Spearman from the Hellenes, but with the Hellenes Spearman's stats adjusted to give them a different flavor.
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Hoplites are a "standard" Infantry Spearman unit, meaning a Hoplite has very similar attributes (albeit, a bit stronger) to the Roman Spearman. What this means is that being an Infantry Spearman, he has to use his spear all the time as that is his role in the game. So, randomizing his weaponry between a spear, xiphos, and kopis isn't really an option. However, we have some cool things planned for the Ekdromos involving his Kopis and Spear used in combination depending on the type of enemy unit he is attacking. Hopefully that'll make your day. Definately! The Showcase feature will be used to detail just about any aspect of the game that we feel appropriate to reveal at the time. Once we implement the phalanx formation and its animations, it'll definately be something I'd like to showcase, if the boss allows. Right now though we have 2 Showcases already scheduled to release (I just haven't cooked them up yet). One being a pet unit of mine, and the other being a pet game feature of the boss.
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Hehe I've been wanting to do this too... I'll see what I can do.
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I DLed the MP3 off BearShare!!!
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As formation management is a crucial part of our warfare paradigm, let's hope our AI uses formations. Relatedly, as our default game mode utilizes a territory system unlike most other RTSs I know of, with interesting benefits ecenomically and militarily, let's hope our AI manages this as well. I do like your example though. Older RTS games either had the huge "tank rush" where they'd build up an overwhelmingly massive army and swarm your base, or they'd do like you say and send in a stream of troops one at a time to get slaughtered. AOM changed that though. AOM the AI would generally send in a decent sized mixed force of mortals, heroes, and myth units to attack you. It's only when things devolved into the meatgrinder (constant warring over the center of the map or some forward base) when the AI would start sending in troops piecemeal, and to be fair, the human player had to as well.
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Are there any plans for glow (HDR, Bloom)?
Mythos_Ruler replied to toph's topic in General Discussion
I'd rather use graphics processing power on more polygons and transparencies and water-shaders than HDR and bloom and all that jazz. I do like distance fog though. -
http://en.wikipedia.org/wiki/Dschinghis_Khan
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Are they Russian or German??? lol I like the bald dude.
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Islam didnt come into play well after the fall of Rome, which is outside the scope of our game.