Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Part II is in the cards if 0 A.D. Part I is successful. What Part II will do is bring the timeline forward even more to 500 A.D. to encompass the rest of the ancient civilizations to have an impact on the Western world of the time. What this will do is introduce 6 *additional* civilisations, bringing the total up to 12 unique civilisations! What Paal is hinting at is when we include these new civs we will most likely overhaul the existing civs to include new features we have come up with for Part II. This may include more (unique) Super Units per civilisation, in the case of Macedonia possibly Hypaspists and Sarissophoroi (or maybe Thessalian Prodromoi). There have also been talks on somehow including the Syracusans, but this is all very early to be talking about such things when Part I isn't even finished and shipped. Just keep on giving us your support and we promise to get this puppy finished for you.
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We probably won't show any ships or naval combat until we have our new water implemented. We currently have water implemented, but utilizing simple water animations (much like an animated gif). However, our programmers have shown some amazing progress in implementing AOE3-style water with shaders and other such technical wizardry (reflection, refraction, etc). Once that is implemented fully, I think you can expect to see some Naval action. I will say we have a few ships modelled, textured, and put into the game though and they look great (Wijitmaker originals). Gathering resources - Yeah, that's on the table within the next few screenshots. I'll see what I can do. Spartiate - We're still tweaking his texture. Once he is completed, rest assured, you'll get to see him slice and dice through his opponents! teehee Last, but not least, the "late" Roman - I assume you're talking about an Imperial-age Legionnaire. Like "one of those guys" you see in battle at the beginning of "Gladiator." If so, we don't have that unit in 0 A.D. Part I. Paul can tell you more about them, but the era we are depicting for the Romans in Part I is the Camillan/Punic Wars era Roman army. We are doing so, because of the wider range of units available, plus it puts them on par closely with the Carthaginians of the 500BC-1BC time period, which provides us with greater campaign opportunities. The Roman soldier you're refering to came to us after the Marian reform, when Rome was bracing itself for Imperial rule. Such a soldier will feature prominently in 0 A.D. Part II though! Hey, this is a great thread! Please, give us more ideas. We are here to please our fanbase. I will tell you from experience that progress comes in cycles. Part of what propels us is the periodic prodding of our fanbase, which feeds on our own momentum and vice versa. Please, continue to tell us what we want and we'll try to give it to you.
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1) Introducing a new feature for the 0 A.D. website: The Showcase Gallery The Showcase Gallery is where the team will periodically showcase an aspect of the game for our community. These aspects may include: units, maps, maptypes and biomes, nature, structures, features and abilities, or civilisations. Each showcase will include high resolution art and a detailed description of the subject being presented. The first showcase is the Macedonian Pezhetairoi - the famous pikemen of Philip II and Alexander the Great. Click the preview image to go directly to the new Showcase! [img center]http://www.wildfiregames.com/~art/showcase/unit-showcase-hele-su3(revised)-thumb.jpg[/img center] Feel free to let us know what you think by leaving a comment or two within the Showcase Gallery! 2) Last, but not least, we have released a tranquil screenshot of a Celtic village during sunset's brief twilight minutes. The shot illustrates a new graphical feature recently implemented into the game, as well as a never before seen unit - the Celt Female Citizen. [img center]http://www.wildfiregames.com/~art/screenshots/An Evening Scheming in Gaul [shadowing]thumb.jpg[/img center]
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A Roman legion tended to carry with it a massive amount of firepower in the form of ballistae and onagers that could easily be rebuilt in the event of a siege.
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Top Ten Signs Your Neighbor is in the Mafia
Mythos_Ruler replied to Uppy's topic in Introductions & Off-Topic Discussion
ZeZar... you need a new avatar. It says "This image was stolen from StatoTec.de." lol -
Generally elaborate armour was reserved for the nobility. It was taken as a sign of courage to fight in the nude with no armor. However, the Celts were still ferocious fighters, so expect them to have high attack, fast speed, and pretty low armor points. I think Aztec_Brave is pretty close so far in his civ descriptions. What do you guys think about the others?
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Its great to know, that its all still going on
Mythos_Ruler replied to Kumar Shah's topic in General Discussion
Thanks a bunch, brother. Keep checking back, new screenshots this Spring. -
Absolutely. Actually, I might have brought up the bronze cuirass thing before you did, FirePowa8, but you couldn't have known that since it was on the private staff forums. Like what Paul said, the Spartiate and Elite Hoplite just looked too similar. The Spartiate definately does look more "badass" now with the muscled cuirass. Sometime this summer we might start some "unit showcases" - a kind of "show and tell" about specific units we want to show off to you guys. The Spartiate is definately one I'd like to showcase.
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Israel invents a "force field"?
Mythos_Ruler replied to TheCobra1's topic in Introductions & Off-Topic Discussion
MP-44 here - the precursor to the infamous AK-47. -
Israel invents a "force field"?
Mythos_Ruler replied to TheCobra1's topic in Introductions & Off-Topic Discussion
Right, but how many Abrams tanks have been knocked out in Iraq? Obviously the Iraqi army tried to take them out during the "conventional" phase of the war, but couldn't scratch them. So, why is it so arrogant to assume something special took one out when they performed so beautifully in combat? Just askin. Ain't hatin. -
I love the little wooden "kdunk" sound near the end as Demetrius smacks Vercie's shield with his spear. Very creative sound work.
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Israel invents a "force field"?
Mythos_Ruler replied to TheCobra1's topic in Introductions & Off-Topic Discussion
Unfortunately, "somebody" does pay us: Foreign Banks, Investors, and Nations. It'll be a dark day indeed when they all decide to "collect." Gawd, our government sucks. -
Israel invents a "force field"?
Mythos_Ruler replied to TheCobra1's topic in Introductions & Off-Topic Discussion
Well, Fox is the cesspool of objective "journalism," there's no doubt. -
More along AOE. (Welcome, BTW!)
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What he meant was, there would be a whole list of gameplay variables that would be known to the script beforehand and need not be "learned." Your "men with AA" example works against you still, because the AI designer would know this before hand and thus his AI script would also know this beforehand. It would be this way: Rocket Soldiers > Planes Planes > Rifle Soldiers The AI would know this already, thus, the AI probably wouldn't attack rocket soldiers with airplanes unless necessary.
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Religion will only be available in the form of priests that act like healers (AOK-style). There might also be religious technologies, but those are civ-specific.
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It's all about shadowmap resolution and ambient color, which are easily tweaked.
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Funny thing about the Google thing, it kinda makes sense.
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Some of those girls look kinda hot packing all that heat.
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Hey dude! Take lots of closeups of walls, tiles, and trees!
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don't worry - we've noticed that too and are currently brainstorming ideas to make updates more frequent.
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OK seriously, is this game going to happen?
Mythos_Ruler replied to Achilles_Knee's topic in General Discussion
Well, the plan is to use a hybrid "units on walls" system. A few other games, like bfme, have units on walls, while AOE games dont. What we'll do is allow players to "prop" units onto towers, walls, etc. in order to get attack bonuses. It's really an ingenius system someone else on the team came up with. It helps us fulfill the "units on walls" issue, while not having to do all the extra work on allowing units to run around on walls (which is considerable, why else wouldn't other RTSs allow this?). -
Civs won't be as different as AOM. What i mean by that is, there will be the same standard buildings, way to gather resources, same standard units, etc., however, civs won't all have the same units. Look at it this way, there is a list of standard unit types... but civs get units from this list based upon history (and balanced gameplay), so that no single civ has all of the unit types available. This will make each civ play differently militarily and is, we hope, pretty representative of each civ historically. For instance, you won't see the Hellenes commanding troops of Cavalry Archers, while you will most likely see a civ like the Persians doing so! Each civ will also have unique units ( like AOM ) that we call Super Units. These will be the uber expensive and uber strong military units of the game. Each civ will also have its own unique tech tree as well. I think you will be pleased with the differentiation we will provide, while at the same time maintaining a uniquely "0 A.D." style of play across civ profiles.