Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Video tutorials via YouTube might work.
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The AI needs to learn that it can place its Roman Army Camps anywhere on the map.
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AI API changes
Mythos_Ruler replied to quantumstate's topic in Game Development & Technical Discussion
It's amazing what you can do when your soldiers have no fear of death. -
The Carthaginians and Iberians will be good for turtlers.
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Progress reports on funded work
Mythos_Ruler replied to Ykkrosh's topic in Game Development & Technical Discussion
Yep, I just played vs. 3 bots and the lag wasn't unbearable anymore. Still lots of lag though. -
Each unit type has a primary counter and a secondary counter (and some have further tertiary counters). What units they are good against can be seen in their tooltips. I'll give a good rundown here for everybody: Infantry Spearman 2x vs. All Cavalry Infantry Swordsman 2x vs. Infantry Spearman1.5x vs. Infantry Skirmisher1.5x vs. Elephant Infantry Archer 2x vs. Infantry Swordsman1.5x vs. Cavalry Spearman Infantry Skirmisher 1.5x vs. Infantry Spearman1.5 x vs. Cavalry Archer1.5x vs. Elephant1.5x vs. Chariot Infantry Slinger 2x vs. Infantry Cavalry Spearman 2x vs. Infantry Swordsman1.5x vs. Infantry Skirmisher0.5x (attack reduced by 50%) vs. Elephant0.5x (attack reduced by 50%) vs. Camel2x vs. Siege Cavalry Swordsman 2x vs. Support Unit (Traders, Healers, Female Citizens)1.5x vs. Infantry Archer0.5x (attack reduced by 50%) vs. Elephant0.5x (attack reduced by 50%) vs. Camel2x vs. Siege Cavalry Skirmisher 2x vs. Infantry Archer1.5x vs. Cavalry Swordsman Cavalry Archer 2x vs. Infantry Spearman1.5x vs. Infantry Swordsman Champions and Heroes of the same above types generally have the same bonuses, but with better base stats (attack, armour). Siege Rock (Rock Throwers) 2x vs. All Structures Siege Bolt (Bolt shooters) 2x vs. Organic units (anything with a mouth and two eyes) Siege Ram 2x vs. All Structures3x vs. Wall Gate Siege Tower No bonuses Most of the above information can be seen in tooltips in the game.
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Anybody with the SVN version of the game want to help out?
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
Well, keep in mind those towers shoot arrows too! -
Already done, Brosephus!
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We should probably make a script that regularly (Once a week?) compiles and parses the relevant info from the entity templates and outputs it to a page with a nice chart layout.
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Great reference. Thanks for sharing!
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Anybody with the SVN version of the game want to help out?
Mythos_Ruler replied to Mythos_Ruler's topic in Game Modification
Come one, come all! -
Use Alt-Band Box to select only soldiers. But a good solution would be a "Call to Arms!" button or something and all of the soldiers who are gathering will drop their resources off at the nearest dropsite, ready to defend against attackers.
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Drummers, banner carriers, etc. could work, but only if we switch to a battalion system, which won't happen, at least for part 1.
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All of the soldiers your train from your Civ Centre and Barracks are also citizens (hence the term citizen-soldier). They gather and build just like the female citizens do. This is to simulate the fact that in ancient times most soldiers in the army were in fact part-timers. We have Champion units to simulate the elite professionals. They can only fight, not gather or build. Citizen-soldiers are better at chopping wood and mining, while female citizens are a lot better at food gathering. @Plumo: Thanks for pointing out those map errors.
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I need someone with some time on their hands and who has an up-to-date SVN copy of the game top help out with some map design stuff. It might be tedious or it might not be. Point is though you help add something to the game. Basically, we might be giving the Iberians an interesting bonus: Essentially, the Iberians would start every match with a prefab circuit of walls as one of their civ bonuses. So, what I need is someone to go through the maps in SVN and add a circuit of walls around the Iberian starting point. I have already done about 3 different maps, but there are a bunch more. All you'd have to do is look at the maps I've already done and do all the other maps where applicable (for the Iberians only). The circuits should be organic looking, not a big square or circle. Just approximate what I've already done on the other maps. Anyone up for the challenge? Could let multiple people claim different maps. Attached are a few examples of that I'm talking about to make things clearer.
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HAHA, thanks! I like to see these kinds of run-downs on what's going on in the player's head.
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General API design issue
Mythos_Ruler replied to FeXoR's topic in Game Development & Technical Discussion
Seasons: I never really cared to have such a feature, but some people really want this, so we'll probably try to make it happen in Part 2. Weather: Not all weather, we might try to come up with some rain and snow for Part 1, but that's a low priority "If Time Permits" kind of thing, or if someone had the gumption to throw it in on a whim, which stranger things have happened. Naval Stuff: Perhaps boarding and capturing of ships. Garrisoned troops standing on deck and fighting from the top deck. Walls: Scaling walls. Troops standing on top of walls and fighting from the walls. Things like that. Triggers and Narrative Campaigns: We're pretty much 95% sure we'll go with some kind of Strategic Campaign (like Rome:Total War or Battle for Middle Earth 2's "War of the Ring") for single-player in Part 1. Narrative campaigns (those that use triggers to tell a story line) will have to wait for Part 2. This is the one I think that upsets people the most, but I think we can do some cool stuff with Strategic Campaigns that people will like and will make up for it. -
General API design issue
Mythos_Ruler replied to FeXoR's topic in Game Development & Technical Discussion
0 A.D. Part 1 will be a lot like Age of Empires 1 when it was first released... "Wow, this is awesome! Wish there were more features though!" Then Age of Kings comes out and knocks your socks off. Hopefully that's what will happen with 0 A.D. Part 2. 0 A.D. Part 1 will essentially be a proof of concept and proof that we can make a well-rounded and enjoyable game, even if it's missing some wish-list features. Part 2 is when we hopefully have a lot more exposure and a lot more manpower and we can add all of the wish list items we've postponed. -
Here is a 1X speed video:
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They missed the opportunity to call it "Machinimagic."
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Here's an interesting video I ran across. Apparently a demo for some kind of video capture software, using 0 A.D. as an example.
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Keep in mind, AOM's engine is 10+ years old now. Crazy, huh? Where has the time gone?
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#1054 - multiplayer with no humans
Mythos_Ruler replied to MattDoerksen's topic in Game Development & Technical Discussion
It should probably just launch a single player game at that point. -
Would you be willing to provide more headshots? Front, side, then 3/4 view (without glasses, of course)? Might need some more face textures in the nearish future.