Mythos_Ruler
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Posts posted by Mythos_Ruler
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Would you like the 7 wonders to be civ-specific "unique buildings" or map editor eye candy/units?
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Others were the Mosoleum at Harnicassus (sp?), the lighthouse of Alexander, the Colossus of Rhodes... I can't think of any others.
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I'm not too sure about adding a "crucifixion" to the eye candy section. Although I wouldn't object in any way, others (you know who) might. I'm about 50/50 on that one. It definately would be cool to have, and historically accurate (think of what happened to Spartacus' men after their revolt was crushed by the Romans).
Other eye candy: Many different kinds of fences. Market stalls w/ people attending them. A Redwood tree. The 7 Wonders of the World (if not implemented into the game).
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I like the idea of AI controlled icebergs floating around.
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I got started in the RTS genre with Command and Conquer:Red Alert and its 2 Xpacks. I then graduatd to Starcraft for a while, but went back to Red Alert within months. I've played every Ensemble Studio game since the release of AOE in 1997. For polish, depth, and quality, nothing beats Age of Mythology. For innovation, nothing beats Rise of Nations.
I love RON with its territory system. I love AOM for the graphics, historical, and mythological aspect. I always thought if the two were combined somehow, it'd make for the perfect game.
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Double the size of AOK ships and I'll be happy. That would still allow for large fleets (I wish we were just sticking to 2D myself so we could have greater detail and more units on the screen, but I digress. ).
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Battlefield tactics. Building a city the way I want. Letting the enemy build a city the way THEY want, defeating his army on the field, and razing his newly built city to the ground (taking all the women as slaves, of course).
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I don't see how it would be very complicated. LOL
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How about, instead of units losing health while in enemy territory (RON), their rate of attack drops? To make an analogy to real life: Those soldiers defending their own country usually fight harder than the invaders.
To go even further: Troops in their own territory have an attack bonus (like 5% or something). Troops in "no man's land" territory revert to normal attack rates. Troops in enemy territory show declining attack rates (like -0.01 per minute or something).
One can counter the enemy territory attrition on attack rates by bringing a merchant cart along with one's army (ala RON). This does not negate the defender's attack bonus, however.
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I agree. Borders should expand with the use of these buildings: Civil Centers, Fortress-Class buildings, and Wonder-Class buildings (if we decide to use these).
I think walls should only be able to be built within a certain radius of Civil Centers.
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Whoever is "Rome" in the "Fall..." game mode would be determined by whoever had the smallest team. For instance, five players on team 1 and one player chooses team 2, then the player on team 2 would be "Rome." This would work for more than one player being "Rome" as well.
Also, if you had 4 or 5 buddies and all wanted to race to kill Rome first, all you'd have to do is create a computer player and place it on its own team, and the game would automatically tag that computer player as Rome.
Come to think of it, Rome should have a lot of resources too.
And the timer idea is cool too.
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WOW
Needless to say I'm getting that game!
I think ships that size would look amazing for 0AD.
Okay, now... I have to mention something that's been bothering me a bit about ships of this era as depicted by other RTS games. Namely, the whole siege/arrow firing bit. Yes, these tactics were used, but what ships of this era did to sink the enemy ships was by RAMMING them. I'd like to see our ships follow this historical precedent. Perhaps they fire arrows and siege missles as a primary weapon, but much like the naval myth units in AOM, have a "special attack" akin to ramming.
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1.) A turtle game-type where Fort-Class buildings, towers, and Civ Centers all have +75% HPs. All other buildings have +25% HPs.
2.) The opposite of above. Fort-Class Buildings, towers, and civ centers have -25% HPs. All other buildings have -50% HPs.
3.) A Fall of the Roman Empire game-type. Basically one player has a large city, but few resources. The other players have small cities, but a large amount of resources. It's a 4v1 race to see who can kill "Rome" first.
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Old West style units... cowboys, indians, town marshall, 7th Cavalry (Custer's regiment), General Custer, Crazy Horse, etc. hehe. Just ideas. How about cannons too? Imagine the cool scenarios. hehe
Historical and mythological heroes not in the game.
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"BLOOD" style maps too.
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So, are we sticking to the popular misconception, or the more historically accurate name for the "immortal" unique unit?
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Half actual size would be big enough for me. The ships in AOE-AOK-AOM are about 1/10th scale. I think something like 2/5 scale would work best.
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I love the Persian "immortals" unit. My Greeks hacked those "immortals" to pieces in every land battle of the Persian Wars. Muahahaaha.
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All the other popular games train their villagers at the Town Center. Why not at houses instead?
Just a random thought.
Another random thought: How about a tech that can allow an "apartment" building to be built adding 2-3 time the pop a house does? This tech could either upgrade houses to apartments, or simply allow an apartment building to be built, along with houses. To balance, apartments would cost twice as much. This has precedence in the history of Rome and a few Greek cities. Perhaps this could be an Hellenic civ-only tech/building.
Mythos_Ruler
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I've enjoyed all the other "age" style games out there. RON, AOE-AOK-AOM, EE, etc., but I have been sorely dissapointed by the selection of buildings available.
RON has wonders with specific purposes and bonuses: wonder-ful idea.
AOM has beautiful wonders, but no purpose except to win in a wonder race.
Go with the RON model, definately. Multiple wonders able to be built, each with a bonus and purpose.
As far as general buildings, I love the way buildings look in AOK-AOM, but there's not enough variety and historical accuracy. To add visual spice each building should have 2 or 3 different renders placed either randomly, and/or user defined (probably with a simple mouse rotation while placing the foundation).
For instance, when placing a Greek temple you should be able to choose between 2 or 3 different looks based on real historical temples... or they are randomly chosen. Perhaps each look of a building has a *slightly* different function or bonus.
Just a few ideas.
Mythos_Ruler
0 A.d. Borders And Boundries?
in General Discussion
Posted
Well, plus you have to go on the offensive in order to gain more resources, kills, points, whatever.