Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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I think it would be a bit much. He's already pumping units out at a faster rate.
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Exponential is what I'd prefer. My only concerns are: - How we present this to the player, and... - How it will be handled in the technology files. Alpha123 has some thoughts on this. I'd personally like to present the armor as "Levels." Just sounds cool to have "Level 5 Hack Armor." Though I think it could be useful to present it as both: "Level 5 (44%)."
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Hmm, what if his empowering ability extends to everything that building does, not just researching techs. For instance, unit training is reduced significantly for that building as well.
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Reddit AMA ("Ask Me Anything") with the AOK HD dev team: http://www.reddit.co...velopment_team/
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The plan is to make heroes unique, with different bonuses, abilities, and "auras" that affect units around them. Most of these effects will be historically-based depending upon the character of that hero. A few examples:http://trac.wildfire...#ATHENIANHEROES Generic Name: Themistocles. Specific Name: Themistoklês. Class: Hero1. Hacker Armament: Xiphos. Ranged Armament: None. Appearance: Garb: Helmet: No helmet. Shield: Round shield with a coiled snake design. Figure(s): Think of a saltier Maximus from the movie Gladiator. [*]History: The general who persuaded the Athenians to invest their income from silver mines in a war navy of 200 Triremes. A key figure during the Persian Wars, he commanded the victorious Athenian navy at the decisive battle of Salamis in 479 BC. Later, he pursued an active policy against the Persians in the Aegean, thereby laying the foundations of future Athenian power. Ostracised by the Athenians, he was forced to flee to the protection of the Persians. [*]Garrison: 1. [*]Function: Naval Enhancement. [*]Special: "Hero" Aura (When garrisoned in a ship, all nearby war ships are 20% faster. Ships are also 20% cheaper during his lifespan). http://trac.wildfire...s#MAURYANHEROES Generic Name: Acharya Chanakya. Specific Name: Acharya Chanakya. Class: Hero3. Hacker Armament: None. Defenseless. Ranged Armament: None. Defenseless. Appearance: Garb: . Helmet: . Shield: . Figure(s): . [*]History: . [*]Garrison: 1. [*]Function: Technology enhancement. [*]Special: "Teacher" Ability (Has the ability to "empower" a building while it is researching a technology. Technologies will research 50% faster while Chanakya empowers the building.) "Philosopher" Ability (Has the ability to research 4 special technologies only available to him. These technologies are based on his philosophical treatises on economics, governance, and warfare.)
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===[COMMITTED]=== Mauryan Chariot ("Ratha")
Mythos_Ruler replied to Mythos_Ruler's topic in Completed Art Tasks
You guys should add these pony tails to the horses. I agree wholeheartedly. All the horses need new textures and props, actually. Right now they use textures from other civs. It's one of the loose ends we need to clean up for the Mauryans. -
We've had tons of internal discussion no this. In a nutshell, WFG does not have to be the same experience for every contributor. There are different levels of commitment that can be given by contributors based on their availability and desired involvement, from paid temporary or permanent full-time and part-timers (contractors), to those who we give commit and forum privileges to (staff members), to (last but certainly not least) open sourcers whose involvement is akin to a hobby. We feel that WFG has room for all of these people. It just so happens that my personal and professional life right now allows me to make the leap and take the commitment of being a full-time contractor for WFG. What that will entail is a laundry list of things, but suffice it to say what I will be doing and how I'll be doing it will be as transparent as possible, including livestreaming, daily blogs, weekly videos, and constant availability via IRC, forums, Skype, e-mail and cell phone. We feel such commitment from a project leader who will be able to make decisions and develop the game on a full-time basis will be a huge asset to development as we push to go Beta and then on to Gold release. And ideally, I'd love to grow WFG to the point of having at least 2 other paid developers around the globe or more, for a truly 24/7 coverage of team members able to make crucial decisions on a moment's notice and assist contributors on an around-the-clock basis, but that's just a long-term goal in my head. For now, starting with one person is just the first step. And just because I'd be a project leader does not mean other voices are ignored. In fact, we are consolidating procedures on how to make voices more effective, via our treasury and design committees, and making the design forum available to everyone. I'd be able to facilitate that kind of openness on a full-time basis. And in regards to money, I think we should go ahead and release monthly expense reports available to all fans and contributors. Please join the e-mail list on the play0ad website.And all of this we'll go into exhaustive detail in the next month or so as we put together the crowd-funding pitch. As an aside, zoot, I would love to see you and alpha123 and a couple of other contributors join the team.
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Alpha 14 Planning
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I agree that any 3 on the features list would be great. I think it would be good to pair Capturing and Conversion in the same release, either Alpha 14 or the next. Hero auras are important (they make the game unique), but I think other features are more important to gameplay. Also, they are less 1 single feature and more a whole bunch of different features rolled into one. It'll take a lot of discussion on hero auras. I could throw it up there into the first post to add visibility to the feature. -
Newbie - Do I install Alpha 13 over 12 or remove 12 first ?
Mythos_Ruler replied to jg1234's topic in General Discussion
Actually, the Alpha 13 installer will uninstall Alpha 12 for you. Just follow the prompts. (Windows version, I don't know about OSX and Linux) -
I really look forward to working with Erik on any transition work that needs done. Erik has been a good friend and will continue to be! Yes, we learned a lot from the first campaigns, especially what not to do, and how to use funds towards larger goals. At least that's what this new campaign will be about--pushing the big picture. Hopefully, I and we can create a presentation that addresses most of the questions folks will have and give a compelling reason for fans to contribute. It'll be a tough task, but it's one I am committed to.
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Hi guys. Let's decide what we want to see in Alpha 14 and what kind of time frame we'd like to do it in. ALPHA 14 MAJOR FEATURES LIST - We should probably chose 3 major features from this list!Comments: If we manage to get any 3 of these into the game all in one Alpha, that would make for an awesome release. We may have to drop 1 or 2 from the list. Some of them may already have wip patches. Initial implementations don't have to be perfectly balanced. We can work on balance later. Graphics Options Menu #1810, #1811, - Related design thread. - Who would like to work on this? Multiplayer Lobby #1504 git branch with updates - Related design thread. - Who would like to work on this? I believe there is a patch? Exponential ArmorImplemented!!! #1908[Patch] - Related design thread. - Workers: Alpha123, Quantumstate Running/Charging #994 - Related design thread. - Who would like to work on this? Trample damage #995 - Related design thread. - Who would like to work on this? Capturing (buildings) #996 - Related design thread. - Who would like to work on this? Conversion (domesticable animals, females) #997 - Related design thread. - Who would like to work on this? Aurium did some work on that, we should try to get a WIP patch. ALPHA 14 OTHER FEATURES LISTNew Music for Mauryans - Omri New Music Tracks - Omri Indian Elephant and African Elephant Animations - Zaggy. Anyone else? ALPHA 14 IMPORTANT BUG FIXES, RELEASE BLOCKERS, AND PERFORMANCE ISSUESRanged Units Turning Bug #1906 - Related discussion. - Who would like to work on this? sanderd17, sbte Animal Sounds are Omnipresent Implemented!!! #1929 - Discussion? - Who would like to work on this? LOOKING AHEAD: ALPHA 15 FEATURE LISTComments: We can move anything we don't think will be done in time to this list, or from this list to the A14 list if someone wants to work on them. UnitMotion Tech Modifier #1958 - Related design thread. - Who would like to work on this? New Farming #1318 - Related design thread. - Who would like to work on this? New Corral/Herding Features #1907 - May require Capturing and Converting implemented first, or in conjunction. - Who would like to work on this? Hero Auras - Related tickets? - Related design thread. - Who would like to work on this? Ptolemaic Egyptians (Ptolemies) - Related tickets? - Related design thread. - Art department project. Probably do lots of planning during Alpha 14 and start on assets and hopefully debut them in Alpha 15. Minimap Buttons - Related tickets? - Related design thread. - Who would like to work on this?
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A point I brought up in the IRC channel was that 0 A.D. has to stick to relatively realistic and historical solutions to balance problems. For a fantasy or sci-fi game, if in testing one civ is underpowered the developers could just invent some kind of unit or bonus to eliminate that weakness. To stay within the themes of 0 A.D., we can't really do too much of that, if at all. We have to come up with some kind of justification for adding this or that unit or bonus. I'm not saying it is impossible, but ours is the more difficult task if you wish to compare the development of 0 A.D.'s factions with Starcraft's. We just have to be more creative, in a way, than Blizzard had/has to be. Yeah, I said it! We have to be MORE creative than those building a fantasy sci-fi game, because we have real conceptual limitations to work around where they had none or few. Constraints encourage and enforce creativity in this regard.
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Hmm, the cliffs almost look too good. Maybe they should have done cliffs that looked similar to the old ones, but just in different colors for the different biomes. That's what I would have done. I bought the game way back in 1999. And the disks are all damaged beyond repair... So, now that I think about it, it may be worth it for me to pick it up, if only for inspiration. AOK is pretty much the reason 0 A.D. even exists. I should have it installed and playable.
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http://www.youtube.com/watch?NR=1&v=2qA_mCFmMw8 The water looks better than in the original announcement video.
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Mythos_Ruler's Playlist
Mythos_Ruler replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
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That is a very good reference for the civic center.
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Yes it does. It's called qbot-wc internally. I spose we should rename the folder to Aegis? Would that break anything? Probably the maps which use Aegis bot, but those can be fixed easily enough with a script.
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Working on stuff for Alpha 14.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I think food.grain gather rate can be reduced immediately. This would make other food sources more attractive in the early game.Also, about berries. What if they regenerate if you don't gathering them all the way? So, if you gather them down to 0 they disappear like they do now, but if you switch to something else before they reach 0 then they can regenerate. -
Working on stuff for Alpha 14.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Planting orchards was once planned. It wouldn't be a bad idea. Could replace the "regenerating berry bushes" idea. -
Working on stuff for Alpha 14.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
From a game design standpoint, I think you want each building to have a distinct function and not share features and functions with other buildings. Basically, you want each building to have a very defined reason for being in the game without much overlap with other buildings. What I'm saying is, you don't want two different buildings that do the exact same thing (your "garden" vs. a standard farm field). Each should have a unique function. -
Working on stuff for Alpha 14.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I think folks didn't want a standard feature (infinite farms) nerfed like that. I originally proposed that farms on farmland would be infinite, while when built elsewhere they needed replanting. Ideas was nixed. -
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Working on stuff for Alpha 14.
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I think there could be a combination of ideas that add up to a coherent whole. Just need to be creative and look at the big picture. So, if we agree that we want to get away from the whole "surround your civic center with a bunch of farms" thing and we think it looks unrealistic and silly (which I do) and we think moving farming away from the center of the player's base on out to the periphery of the base is a desirable thing -- if we agree on all this, then we are halfway there. So, after reading everyone's comments, I think removing food.grain from the civic center is probably too restrictive, so let's scrap that idea right now. If we agree on that, then let's look at ways to make the farmstead more integral to farming. I think the easiest thing for us to agree on is that farm fields are unlocked by the building of farmsteads. This is what I would call a "soft" encouragement to plant farm fields around farmsteads. It was also part of the whole farming scheme from many years ago, so I like how the idea is making a comeback. A "hard" encouragement would be to require farm fields be built within a distance or radius of a farmstead. I'm open to more arguments on that matter, pro and con. One way to eliminate the need for such a "hard" feature would be to implement the farmlands idea in conjunction with farmstead unlocking farm fields. The whole farmland concept is a "soft" encouragement, since you aren't required to build farms there, but you are strongly encouraged to do so by the harvesting bonus the farmland terrain would provide. Another idea (but not necessary to the farmlands idea being implemented) would be to allow farmsteads to be built on farmland even if that land isn't within your territory. It allows you to build precarious and unguarded "farming colonies" on the map even where you don't have direct control. Though, perhaps that idea lessens the impact of territory too much (con), but then again, perhaps it would introduce an interesting dynamic where people try to snatch up farmland before the other guy does (pro). -
BTW -- The Assyrians were very brutal. I mean, these guys were super hardcore and extremely sadistic. When they took a city they would chop all the males' hands off (all ages) and put everyone's eyes out. Things like that. Their leaders would boast in their inscriptions about how cruel they were to the vanquished. "Ethnic cleansing" was their specialty. Not until the Mongols almost 2000 later was there a tribe so feared. So, perhaps they should have some kind of "terror" bonus.