
Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Akya's idea is exactly what I have been hoping for.... The results sorted by category first - WFG, TLA, 0 A.D. - then by chronology.
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Cheezy's right. Female Citizens have an expanded role in 0 A.D. relevent to the historical time period. Male Citizens and Warriors are also quite a bit different than what you are used to in an historical RTS. I won't devulge the details, so I'll leave it at that.
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Which Country Would You Want To Go To More
Mythos_Ruler replied to Uppy's topic in Introductions & Off-Topic Discussion
Greece and Italy!!! -
Haha, that wallpaper is old news.
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What Temprature Range Is Comfortable For You?
Mythos_Ruler replied to Red_08's topic in Introductions & Off-Topic Discussion
I think these numbers in the poll are a little too wide. LOL 50-70 degrees is a pretty big margin. -
Campaigns All in due time. All in due time.
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Actually, it lets us know what our fanbase wants and expects. Your comments and requests are welcomed.
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I guess I reserve further judgement until we have some actual art and texture to the "controversial" interface. One thing I will say is that, as a "wage slave" I really don't have time to learn all new interfaces for each of the RTS games I play. I want to jump right in and play. There is a certain "intuitiveness" in the "standard" RTS GUI that makes it accessible to new players. One might say it is because they all (RTS studios) use it, therefore players have already "used" the GUI before, but one could also argue that the GUI that ES uses is that way for very good reasons. I can see an unease with the "controversial GUI" because of the feeling of all that "weight" at the top of the screen. Most GUIs are at the "bottom" of the screen because it gives a sense of stability, weight, or a sort of "grounding." I do realize that these things are psychological, and that players can "learn new tricks" so to speak, so like I said, I'll reserve further judgement until there is something "more" to judge. PS: Just had a thought - we could allow for two different GUIs and make it another option to choose which GUI the player wants to use.
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If the toughest criticism so far is my post, then I think you did pretty good!
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I like the overall concept, but here's the thing - the GUI you designed looks like it's for a space game or something like Starcraft. It looks more like a HUD from an F-16 cockpit than a GUI for a historically based game. Also... I have been playing AOM for 2 years now, and it puts the resource pool at the bottom left.
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What? The $2 bill.
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Yeah, kudos to Mr. Stag! Centurion's texture mod is awesome, and made even better by "the Stagger's" shields!
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LOL... fair enough I 'spose.
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Well, if you really want to know the genesis of this thread I was just brainstorming on some ideas for the current "Specialty map" we have listed. When Centurion came up with some good map ideas my response was, "go post it on the 0 A.D. forum. It couldn't hurt." First and foremost I just want to see some more discussion on this forum. Secondly, whether or not we are short on ideas it never hurts to have more. It doesn't mean we have to implement them. As RealDeal said, no idea listed here is "wasted" even if we don't implement them, because we hope to make it easy for our fans to implement the ideas themselves.
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I take no responsibility for the forthcoming insanity. Carry on...
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I have use those to satisfactory effect in my new scenario. What you do is mix and match small patches of terrain texture, not use broad swaths like I did in that example. I was merely showing you different textures that could be used to create the effect you were looking for. Besides, I hardly see any "muddy" terrain testures in the AOK editor.
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Here's some nice and squishy mud and dirt for ya.
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Whats The Most Important Part Of An Editor
Mythos_Ruler replied to Aeros's topic in Game Modification
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Well, don't know what to say to that, other than I was talking about types of stories - historical vs. mythological. As far as the seedy run-down town. Have you tried placing buildings and then setting a trigger to "damage unit"? Stone walls, for instance, get a "broken" appearance once they are damaged. Other buildings start on fire, so, you'd have to experiment. There are also "destroyed buildings" objects. Perhaps mixing them in with standard buildings would achieve your desired effect. The fact that the AOM editor even has damaged buildings objects makes it a plus over the AOK editor.
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Sorry CheeZy, but that's completely, and utterly, inaccurate! AOM actually allows for MORE types of stories than any strictly historically based game ever could - mythological or historically based scenarios being possible! I personally am designing a scenario for Age of Mythology that is completely histocically based. Maybe you meant to say that medievel stories aren't possible, but even then all it takes is a little imagination to believe that medium hoplite really represents a knight or something. Shouldn't that be "The Conquerors Expansion"? At any rate, I'm sure Ingo is a fantastic designer, but it's disheartening that he's hamstrung himself to the AOK editor, without first fully exploring the vast amount of historical material that is ripe for mining utilizing the AOM editor. I personally am doing it right now, so I know historically themed scenarios and campaigns are possible. I'm sorry if I seem like I'm jumping down your neck, but I'm not. But I have seen this excuse a million times from AOK-fanatics. A poor excuse. I just wish the AOK-phytes would just admit that they are comfortable designing for AOK and that's the reason they won't switch, instead of coming up with the "I hate the mythology angle" when designing historically for AOM is more than possible.
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Didn't ES start on AOM's engine while they were still working on AOK? If so, add another year or two.
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I am actually attempting my first RPG/Fixed Force scenario right now - based on the battle of Thermopylae. It's proving difficult in the extreme. Finding out that things seem very boring without side quests, etc. So... it's turning out to be more work than my original plan for the scn. However, I think in the long run, it'll just be that much more appreciated.
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I was unaware that "collateral damage" was an option in AOM . . . . . . . . . . .
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"The end has come." "'twill not be our end, but his."
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