Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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If anything, at this point, I think we should look to buff the underpowered civs rather than nerfing the powerful ones. Just as an overall strategy.
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Updated top post with progress. We're getting there.
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We need good references for Indian heroes or heroic figures of this era. Our Mauryans will have 3 heroes: Chanakya Chandragupta Maurya Ashoka the Great I'll probably do the textures myself, unless others would like to jump in. Also, what type of mount should Ashoka and Chandragupta ride? A chariot, elephant, or horse? Could one ride a chariot and the other an elephant or horse, or what? Need to know. Thanks.
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===[COMMITTED]=== Mauryan Market
Mythos_Ruler replied to Mythos_Ruler's topic in Completed Art Tasks
I think these two references are the best so far. For layout: For details: -
This mod could easily reuse a lot of assets from the (possible) upcoming Ptolemties faction. The main difference will be the units and heroes and wonders and things like that. The buildings and props and things of that nature will largely be applicable to both eras.
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Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Here's what I propose. The current circuit of walls that we give them either: a.) only occurs with the "default" game mode but not during "classic" (hard core? competition?) game mode, or... b.) only occurs with the "Special Starting Structures" game setup option. e.g. Iberians get circuit walls, Carthaginians get the Tophet, Hellenic factions get the Stoas, Celtic factions get the Tavern, etc. -
The curved and straight bell shaped ones. Perhaps adapt the design to all the applicable shapes?Also, a request: For all future shield PSD (Photoshop™) files, please use and leave in the file as many layers as possible. This will help with adding player color. Thanks. And thanks for your efforts.
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We could do the long curved swords or go with broad swords, as shown (sheathed) in all of the references. It would also be good to give sheathed sword props to most of the other units, as archers and other soldiers tend to be shown carrying a sword at their hips.
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I may use Lion's shield PSDs as templates and attempt to make some of my own. The shield in your image looks similar to this one from Europa Barbarorum II:
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Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Is 1 unraidable civ a problem to be solved? Perhaps we should have asked this question first. -
Thanks. We should probably get this into the game pretty soon.
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Sounds like some good suggestions for the Technology thread.
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The Principes is the promoted rank of the Hastatus. (units get promoted to higher ranks based on kills).
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Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Agreed.But now we're getting away from the topic of the thread. -
That's what I was thinking. Also, there's a chance the engine may have a LOD (level of detail) system put in place in the future.
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Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
You can actually close the end up against a cliff, it's just very delicate and takes a bit of time (and not guaranteed to work). Ideally it should "snap" to the cliff or something. -
And look what we get: The normal maps are turned on, but they are hardly visible from RTS distance. The texture is 1024x1024 (separate for turret and the hull), still it's no use since the skin degenerates at speed of light with every 1 m away from camera. I also want to turn on anti-aliasing. What should we do? These do not look blurry to me. I am curious if you have imported these meshes into other engines and given them a go. Not just compared pyrogenesis to high quality renders.
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Re: technologies The current "technology tree" in the game is only temporary. I thought this was abundantly clear, but perhaps not, so I'll say it again. The current "technology tree" in the game is only temporary. It is very ad hoc. Techs have not been added to the game at this point according to any plan, the exception being many of the "special techs" which are mentioned in the civ profiles. So, a real tech tree needs to be designed and implemented and tested before we can make any real determinations on that score. Here is the discussion on the technology tree for the game: http://www.wildfireg...showtopic=16631 Re: exponential expansion Part of the reason I don't see this as a huge problem is that it puts pressure on the other players in the match. Seeing the enemy snatch more and more land as you diddle with berry bushes and farming is a powerful incentive to get one's act together. Territorial borders are meant to push and pull against each other. However, I realize this incentivizes the 'Boom' strategy too much, so I could see unit upgrades as a side effect pushing citizen-soldiers more toward the combat role and less toward the economic role. In fact, I think that is something that can be agreed upon right now. Or even, perhaps upon each passing phase the trainable units go up one rank, meaning they fight better better but gather slower. Re: building strength and build time. This is very much in flux. I'm open to suggestions here, though, I would like buildings more along the strength of Age of Kings, rather than the paper mache buildings of Age of Mythology. My original idea for making buildings take a long time to build is to get away from the "one dude building houses, then joined by Bob and Harry later" syndrome. What I mean is, the name of the game would be about managing groups of builders and gatherers, rather than making the huge monumental decision to sent 1 dude off to build a building. I hope you catch my sarcasm. Re: Match setup options for health, build time, game speed, etc. Of course, I'd love if we had more setup options. That goes without saying. However, let's endeavor to decide upon "standard" settings for different match types so we don't overwhelm people with options if all they'd prefer to do is play one of the standard match types. So, let's say there is Conquest (default mode), Classic, Death Match, Herocide, etc. If you want to alter the default settings, then a check box can be clicked, giving you a whole plethora of options. THINGS TO KEEP IN MINDThe current tech tree is only temporary. All stats are in flux. We don't yet have things like: Tech trees Hero auras and bonuses Civ bonuses Team bonuses Female aura Capturing of any kind
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I'd like the lighthouse to be a 'Special Building' rather than a wonder. Meaning, it would have a useful purpose other than just being a Wonder. Indeed, I would like it to have a 'shoreline' build restriction and once it's built it lifts all the black map over all the water on the map (revealing all of the coastlines on the map to that player), or some similar bonus. I'd like the Ptolemies' Wonder to be the Temple of Edfu. http://en.wikipedia.org/wiki/Temple_of_Edfu Images
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Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
That's what I've been saying. Spahbod, as far as I understand, is saying wall towers shouldn't be able to auto-shoot at all. I would be perfectly okay with not having them auto-shoot until a tech is researched (a revamped "Night's Watch" would work).But, IMHO, walls aren't just there to create "choke points." They're also usable to defend your entire "base" which is supposed to represent a (fortified) city. A city of the Hellenistic Age, an age where the sophistication of city fortifications grew by leaps and bounds. In fact, I would love to give the Hellenistic, Roman, and Carthaginian wall towers an extra upgrade that has them firing scorpion bolts. Assaulting a fortified location should be an extremely dangerous, bloody affair. -
Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Too much micro. You build a wall with towers, you want the towers to shoot. -
Design Iberian circuit wall
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
I want city walls to be powerful and defensible. I would not want to remove the towers. However, your other arguments are persuasive. I may have been swayed too much by TheMista who would prefer that his playing style (raid raid raid) work on all enemies.