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Mythos_Ruler

WFG Retired
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Posts posted by Mythos_Ruler

  1. I see no shields at the side and rear. (Which certainly happened with roman testudos)

    But of course, it is way better than it was before.

    There are references for both. But there has been some difficulty replicating placing shields on the sides of the formation. The math doesn't check out (some dudes would need to be carrying 2 shields, for example).

  2. Do you have any references for Ba'al and Melqart? I rather like the Tanit symbol and it is a common symbol found on Carthaginian inscriptions, so we'd probably keep it unless we could find good aesthetically pleasing symbology for Ba'al or Melqart

  3. Hey just thought I would chime in on this.

    You Could use unreal Engine 4.

    For 20 dollars USD a user per month you get -

    1. Access to the full engine

    2. Full source code access via GITHUB

    3. Access to a wide variety of sample games written in C++ and Blueprint (A very powerful visual scripting system)

    4. Access to constant updates ranging from quick fixes to Full blown new features.

    I am performing some tests in Unreal 4 right now on a AMD 6850 HD (4 or 5 Year old GPU) and 8 GB of Ram and getting at least 30 to 40 frames a second as of version 4.0.2

    Best of all you just need to do some minor adjustments to 2D assets and possibly rename your rigs to match Unreal standard if you want to get them working properly in unreal. :)

    Here is a video that explains how Physically based Shading works and stuff.

    I would be more than willing to help out if this came to fruition :)

    This is very educational. Thanks for posting it. (y)

    • Like 1
  4. Hey guys, I'm building a map and is it possible to control player 1 and player 2, but I want them.to be enemies. You know like: Share vision and Share unit control. And to make them attack eachother.

    In single player, Ctrl-D. Then choose "Change Perspective." You can then switch back and forth between players and make their units do things.

  5. i would have thought that with the amount of money donated a portion of it could still have gone towards some of the programming.

    We have a candidate for the paid programming work, someone on the team who is very very familiar with the code. Someone you all will like very much. However, there are still some issues to work out to make sure they can do it and we're not ready for an official announcement yet on who it is and the details of their work.

    at the end of the day you have to excuse our passion for this game, we are so eager for the next release, its very playable now online and all that so i really want to see what the next one would be like...and i think i speak for many passionate players here too :)

    We appreciate the passion. You don't ever have to apologize for that. (y)
    • Like 3
  6. All right. What about maintaining a drop menu, but putting a small button next to the menu to open the selection screen that has more information and options. We can even add cool things like randomizing factions within cultures or choosing custom randomization (shift-click to add to selection, then click Okay; the computer will choose a faction for you out of those chosen).

    csJfE5j.png

    • Like 3
  7. If we are to include mercenaries and mercenary camps, it is important that we don't add too much for for the poor art team to add these units to the game. :) Sometimes I like to start designing an idea as outlandish as possible, then pare it down in subsequent design iterations. But since the game is in an advanced state, I think it would be better to start an idea small and simple, then expand it later when time becomes available.

    To that end, I think the list of mercenaries should be a lot smaller than you have here. I think it's okay to list as many mercenaries as you can think of, then pick and choose the more interesting or historically important from that list.

    First, I think we can decide on a list of biomes or cultures we would like to represent as mercenary camps/mercenaries, then go from there. I think these cultures would work, starting from the East and moving West, and I'll give some merc ideas with them:

    Hindu Kush/India

    • Kushan Cavalry
    • Indian War Elephant

    Eastern

    • Eastern Archer
    • Eastern Light Cavalry
    • Indian War Elephant

    Steppes

    • Scythian Horse Archer (male and female variations)
    • Scythian Axeman

    Arabia

    • Camel Raider (Cav Skirmisher)
    • Arabian Javelineer

    Levant (this is represented as a mercenary dock or port)

    • Phoenician Trireme
    • Judean Sikarios (knifeman)

    Cilicia (this is represented as a mercenary dock or port)

    • Cilician Pirate (skirmisher)
    • Cilician Pirate Ship (Hemiolia)

    Anatolia

    • Galatian Swordsman
    • Armenian Cataphract

    Egyptian

    • Nubian Archer (take this out of the Ptolemies roster)
    • Mercenary Thureophoros

    Balkans

    • Thracian Peltast
    • Thracian Black Cloak (swordsman)
    • Illyrian Spearman

    Greece

    • Mercenary Hoplite
    • Aetolian Euzenos (skirmisher)
    • Thessalian Lancer
    • Cretan Archer

    Magna Grecia

    • Tarentine Cavalry
    • Samnite Swordsman
    • Mamertine Spearman

    Italia

    • ?
    • ?

    North Africa

    • Numidian Cavalry
    • Masaesylian Spearman
    • North African War Elephant

    Celtica

    • Celtic Auxiliary Spearman
    • Gallic Auxiliary Cavalry

    Iberia

    • Celt-Iberian Swordsman
    • Balearic Slinger
    • Iberian Allied Cavalry

    And then each civ could add 1-3 of their own specific mercs once they capture one of the above.

    For instance:

    Persians

    • Kardakes Hoplite
    • Kardakes Takabara

    Macedonians

    • War Elephant (this is how we give them the War Elephant without making it a "standard" unit for them)
    • Greek Allied Hoplite
  8. I think this replaced the ability to carry cavalry for (some sizes of?) Persian ships when the trait got shared, so that other civs don't get some annoying "you can't transport cavalry" message. Not sure how I feel about it, training horses out of a ship is stranger than training marines though.

    A workaround could be horses needing two transport slots for all other civs, while 1 for persians due to their skill in transporting horses. This could apply to other big units, with bolt throwers needing 2 as well, elephants/rams/stonethrowers needing 4 and siege towers needing 8 or 10 if transportable at all.

    The idea of different/larger units needing more "garrison slots" is one that has been in the game design for a long time. It's just not something anyone has been interested in implementing. I am more than willing to make the Equine Transport tech do exactly this: Reduce garrison space for cavalry.

    Indeed, I made the tech to compete with the Athenian marine tech and it made some historical sense since the Persians were the first people to transport cavalry squadrons across the sea with their warships (see: The Battle of Marathon). But if we ever get the garrison slot feature implemented, then I will definitely change this tech to be more realistic. Until then, I think it can stay as something unique for the Persians.

    • Like 2
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