Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Technologies
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
Well, I was asking why he wanted this particular building. We can, of course, include it as an Easter Egg building. Just wondering if he had a purpose for it in a skirmish. -
Technologies
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
What purpose would it serve? -
I think Philip and I figured out what's happening to the music. We have a theory at least. Basically, the sound manager may be treating music like any other (directional) sound effect and playing it in mono format. Philip tested this by playing with the channels in his audio setup and noticed that indeed the music in-game is in mono. The tracks themselves are stereo.
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automatic rebuild of farms
Mythos_Ruler replied to mimo's topic in Game Development & Technical Discussion
Compared to hunting and herding, farming would be rather inefficient until later when all of the farming technologies have been researched and huntables are exhausted. Plus, farming is less micro-intensive, which would make you want to farm in mid/late game instead of hunt. -
Is there a Trac ticket for this? There should be. It's a problem we've acknowledged since the first Alpha.
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Technologies
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
The way I look at balancing techs is rather simple. In the end, you add up all the costs, research times, and stat effects for each, then compare them, then balance them from there. Also, it is not my opinion that every civ must be perfectly balanced. Only that it is possible to win with each civ. -
Take a look here and you'll see I've committed a couple of special techs and civ bonuses: http://trac.wildfire...changeset/12748 Basically, many of the civ bonuses can be done with technologies. And there are many more technology effects being added all the time: http://trac.wildfire...chModifications Eventually, a real tech tree will be designed, and then using the civ profiles (e.g. the Athenians) each faction will pick and choose from the standard tech tree, especially regarding economic techs. The major difference between the technology trees and how they're designed between the factions can be the way they upgrade their military. So, while the economic side of the tech tree would be fairly standardized, with some factions just getting more than others, the military side could be customized per culture. Non-Military Technologies OutlineCivic Centre Settlement Phase x3 Structure Health/Structure Build Rate x2 Structure Cost/Structure Armor x2 Structure Repair Rate/Structure Loyalty Regen Rate x1 Population Cap Bonus Houses/Population Cap Bonus Civic Centres x1 Mill Wood Rate/Wood Capacity x3 Stone Rate/Stone Capacity x3 Metal Rate/Metal Capacity x3 Farmstead Farming Rate/Farming Capacity x3 Forage Rate/Forage Capacity x1 Hunting Rate/Hunting One-Shot Kill x1 Corral Animal Breed Rate/Animal Food Amount x1 Domestic Animal Trickle Rate/? x1 Dock All Ships Speed/All Ships Acceleration x2 All Ships Armour/All Ships Cost x2 Fishing Rate/Fish Boat Capacity x1 Trade Ship Health/Trade Ship Build Time x1 Trade Ship Profit/Trade Ship Garrison Capacity x1 Market Barter Ratio/Reduced Tribute Fees x2 Trader Speed/Trader Vision x1 {Unlock} Allied Shared Vision House Female Aura Radius/Female Aura Effect x1 Female Train Time/Female Health x1 {Unlock} Train Females From Houses Temple Temple Garrison Healing Rate/Temple Garrison Capacity x2 Healer Healing Rate/Healer Healing Range x2 {Unlock} Garrison Healing for All Buildings Barracks {Unlock} Batch Training for Organic Units (soldiers, females, etc.) Fortress {Unlock} Batch Training for Mechanical Units (ships and siege) Walls Walls Health/Walls Build Rate x3 Military Technologies OutlineHellenic factions (Athenians, Macedonians, Spartans): Their upgrades are on a per unit-type basis. For instance, you upgrade your spearmen separately from your skirmishers from your cavalry spearmen, and so forth. Celtic factions (Britons, Gauls) and Iberians: They upgrade per weapon type. Sword, spear, javelin, etc. I could even see splitting their barracks into a Barracks (at reduced cost) for training and a Blacksmith building for upgrading. Carthaginians: They could upgrade their troops by ethnicity. North Africans, Gauls, Iberians, Italians. So, their Barracks would have upgrades that affect all North African units, and their individual Embassy structures would have upgrades that affect their respective ethnicities. Persians: They upgrade based on whether the units are Infantry or Cavalry. Most infantry upgrades would focus on the Health/Train Time dichotomy. Cavalry would focus on Armour/Cost and Attack/Cost. Mauryans: I haven't figured them out yet, but perhaps we could focus on their "4-armed" military philosophy (Infantry, Cavalry, Chariots, Elephants) in some way. Romans: Now, these guys are a little different. Bear with me. What they could do is have 1 tech pair per phase, we'd call "Reforms", and each tech would have multiple effects. So, the player chooses between batches of effects ("Reforms"). ConclusionSo, the economic side of the coin would be fairly standardized, allowing new players to learn the economic tech tree easily. The military side of the coin is where real faction differences can come into play.
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So then, would Chanakya have such a hair do? Mostly bald, with trailing ponytail?
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Who are the guys with shaved heads around the 18 min mark?
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Other than the scale of things being a bit "off", I think the texture is looking fine. I could use some more "mold and mildew" at the bottom of the plaster walls texture though.
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Even better.
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Favorite TV Show
Mythos_Ruler replied to jamesadams01's topic in Introductions & Off-Topic Discussion
Californication -- Sex, drugs, and rock n' roll, with lots of heart and comedy. Game of Thrones -
Doesn't have to be done with sliders either-- could just be 3 toggle buttons: 25%, 50%, or 75%. (or 4 buttons to align better with the 4 barter buttons: 10%, 25%, 50%, 75%.)
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What about a slider in the trader UI that adjusts that % of profit that goes to allies? Or.... A slider in your own Market's UI that determines the "tax" put on the profit of your ally's traders. I like the 2nd idea because there's a little more interplay or tension between the allies.
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Love this.
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Alternative Combat System
Mythos_Ruler replied to Mythos_Ruler's topic in Game Development & Technical Discussion
While this may be true, you haven't demonstrated that the proposed systems here is not "best" for play. -
Capturing buildings (round 2)
Mythos_Ruler replied to wraitii's topic in Game Development & Technical Discussion
That's generally how I see it happening, except the player's units have to actually do something to capture it. I actually wished siege engines were built in the field by soldiers. -
We had informal discussions in the past about adding personal names to each unit, then at the end of the match you'd have a casualty list and what rank they achieved, etc. But it's really just one of those things that don't affect gameplay at all and kind of a "fluff" feature.
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Capturing buildings (round 2)
Mythos_Ruler replied to wraitii's topic in Game Development & Technical Discussion
I just figured it would go Gaia, then anyone can come by and claim it. Or something like that. Dunno. I think that's just something that would be decided through play testing what's best.