Mythos_Ruler
WFG Retired-
Posts
14.941 -
Joined
-
Last visited
-
Days Won
59
Everything posted by Mythos_Ruler
-
Yep, that's basically what I did.
-
I've rebalanced wall and palisade costs. Update and try them out. Gates will come in Alpha 11 or 12. For now, you just have to be creative with your "entryways", like this....
-
Champion units are supposed to be one step above Elite citizen-soldiers. Since most citizen-soldiers never make it to the Elite rank, Champion units are already quite powerful.
-
Anybody with the SVN version of the game want to help out?
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
Doesn't look too shabby. I would cut down the number of "gates" to 3 or 4, and make the area the walls enclose a little bigger. -
How do you use 0ad art assets to create other games?
Mythos_Ruler replied to Adi12's topic in Game Modification
Right, but maybe only as a reference. It's doubtful another game would use the exact same syntax and format. -
Anybody with the SVN version of the game want to help out?
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
Not really. When we have gates there will need to be towers there anyway. -
Anybody with the SVN version of the game want to help out?
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
Not bad. I wish they had towers at the "gates" and the wall layout wasn't so geometrical. See the Oasis 10 map for example. -
Length of short/medium/long walls
Mythos_Ruler replied to FeXoR's topic in Game Development & Technical Discussion
I think it fits perfectly with the towers next to it and looks unique. Oh well. -
And Equites? Are they difficult to train? I'd say the strength of the Roman unit roster is that they have all their bases covered simply: swordsmen kill spearmen and skirmishers, spearmen kill cavalry, their skirmishers kill spearmen and elephants and chariots, and they have a melee cav available from the beginning of the match that can take care of ranged units.
-
The Roman Equites and Equites Consulares should be up for the task of chasing down archers.
-
I hashed out some thoughts with Pureon the other day about stances. We feel like the stances available for the player to select should be winnowed down from 5 to 3. Violent Remove. Not enough difference between Violent and Aggressive for most players to notice or care. Aggressive Keep. Idle Remove. This would only be used with the behavior of certain (mostly animal) units, and not be an option to manually select. Defensive Keep. Stand Ground Keep. In most cases where a player would use "Idle" they probably meant to select or should have selected Stand Ground. You generally want your idle units to fight back if they are attacked by an enemy melee unit, rather than just standing there, even if you want them to not move from their position. So, as far as "selectable" stances there should only be 3 (I think we should cull the formation options as well, but that's a different thread). So, that's it for selectable stances. I think there should be other stances or behaviors as well, that are inherent to different commands or specific to various units. Including: Avoid Support Units and most Animals. When they are attacked they run away.Scout Command. Cavalry units given the scout command default to this behavior unless overridden by the player. Impetuous or Violent The default (and only) stance for berserker units, like Thracian mercenaries and others. Attacks anything and everything in sight. Doesn't respond to player input if it's attacked (kind of like how units respond now). and maybe others I can't think of right now.
-
LOL! I have never had that happen before. I've had enemy villagers walk over to my base and kill my goats or gather from my farms, though.
-
Many of our discussions are internal. And a lot of times we don't discuss certain features until they are ready to be implemented.
-
Soldiers can already repair structures. Or am I missing something?
-
I'll try not to forget.
-
We will probably need to have the game run a script to compile all of the techs into a tree for each faction.
-
It's doubtful people would actually use it.
-
This is something I hope we can fix/change. A few buildings (like the Outpost) I'd like to not shoot arrows unless a dude is garrisoned inside. Currently, you cannot set DefaultArrowCount to 0.
-
Yeah, that'll change. We don't like that either.
-
Hele is the fallback case for non-existant civs
Mythos_Ruler replied to FeXoR's topic in Bug reports
I'll just make it alphabetical for now. Is that okay with everyone? -
Hele is the fallback case for non-existant civs
Mythos_Ruler replied to FeXoR's topic in Bug reports
Let's all breathe. Easily fixed. -
Hele is the fallback case for non-existant civs
Mythos_Ruler replied to FeXoR's topic in Bug reports
Are you talking about Atlas? Hellenes are still playable for custom scenarios, as will other (smaller) civs (hopefully), but won't be selectable in random map. -
Suggestions for more substance
Mythos_Ruler replied to General Octavian's topic in General Discussion
The Greek word for spy is Sikarios, if I remember correctly. -
He's saying if something can be done with existing features, then there might not be a need to make up a whole new feature. Auto-Scout+Aggressive stance would be exactly the same as a "Search & Destroy" feature. But then again, it would probably be rather easy to make a new "search & destroy" button that just combines auto-scout, attack-move (once we have it), and aggressive stance.