Mythos_Ruler
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Posts posted by Mythos_Ruler
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Age of Mythology Extended Edition Trailer:
He was right after all. And it seems to be a better remake than AoK 2 HD is.
Hmm, not very impressed with the "improved" water. Also, I see they added dynamic lighting and shadows finally, but no normal mapping? Distance fog? SSAO?
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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
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That's up to them. They know their own requirements and direction and which engine best suits them. No hard feelings on our end.
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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.
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A player color roof looks really bad, IMHO. Better to follow the current conventions in the game.
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There is a pilum in the game already. You can use that if you want to.
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The menu was designed this way exactly to be able to add more buttons if we wanted to. I agree with the idea of making the map editor more prominent. It is a very very nice tool.
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Hello gentlemen. Here are some photoshop files for a couple of those textures. I think this will help you immensely.
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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.
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Think in mobile technology....
Any phone or handheld device we would want to port the game to will probably have HD resolution. Some smartphones today already have 1080p.
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I can twit this?
Please no not yet. We'll let everyone know when we have things finalized or when we are to a point when spreading the word about it is a good thing.
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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.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 appreciate the passion. You don't ever have to apologize for that.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
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I think the tent needs to be bigger. Remember, the bireme is a smaller ship than the quinquereme.
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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).
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I think that a good contextual help system would work better over a dedicated page.
A mockup would be appreciated.
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@ Fexor: This screen takes 3 clicks to choose your civ, while a drop menu needs 2 clicks. While this screen gives you easily compared information with a simple hover over the icons, and the drop menu doesn't. The one extra click is the "Okay" button.
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I do believe scorching hot sand may have been used as well, poured over the wall upon enemy attackers.
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IMO the match setup should be optimized for playing the 1000th's time (and you don't need the manual in this case or any IMO "space wasting" selection window).
This is based on the Age of Mythology Major God selection screen. That game was quite competitive and no one was begging for a drop menu.
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Possible starting point for faction selection screen:
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These two have fun.
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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
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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.
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Suggestions for 0 A.D.
in Gameplay Discussion
Posted
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).