Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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Oh how upset you'll be when we have the Huns in Part 2.
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The Alpha 9 Preview-Thread
Mythos_Ruler replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Looks rather Semitic to me, with some minor Hellenistic influences. -
The Alpha 9 Preview-Thread
Mythos_Ruler replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Food treasures are clustered around wells on the Oasis maps. -
I understand what he's saying. Maybe because I'm a native English speaker I can parse English gibberish better? lol
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Nope! No plans.
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The game is inspired by Age of Empires, but we aren't beholden to it. We feel free to have different features and gameplay.
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Prettified selection rings
Mythos_Ruler replied to vts's topic in Game Development & Technical Discussion
This will be an awesome patch. -
I'll probably just leave the Celt building strength at "default" levels... no bonus or weakness. So, basically the Romans, Iberians, Celts, and Carthaginians (except whose walls are super strong) have buildings that are roughly the same strength. They represent the "default," while Greeks have 10% stronger buildings and Persians have 25% stronger buildings (Greek and Persian buildings also take 10% and 25% longer to construct, respectively). I'm thinking in Part 2, Germanian buildings will be -10% weaker and Hunnic buildings -50% weaker (but super cheap and fast to build). The "poor navy" for the Celts just means they don't have a wide variety of warships and probably not very many naval technologies. They just have the big oak warship you see in the screenshot. But by default it has beefier stats--high hitpoints and a big garrison capacity.
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The Celtic warship is decent sized... about as big as a trireme. The "horde" faction in 0 A.D. Part 1 is Persia. They have strong, expensive cavalry, but cheap, weak, fast-training infantry.
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Their city wall will be based on the stone/wood/turf walls they used. Due to Caesar's description, rams will get a negative attack multiplier vs. the Celt walls. I'm thinking the Germans in Part 2 will have the easily destroyed "wooden" structures. Hunnic buildings will be even weaker.
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The Celts in the game are as "organized" as the player wants to make them. Also, only about 25% of the Celtic units are bare chested, usually raw recruits and skirmisher-type soldiers. The rest wear multi-colored shirts and tunics and pants, and/or armor.
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There is abstraction, and then there is the right amount of abstraction.
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qBot has actually gotten a little worse since we started this. But that will change of course.
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Seems a little too micro-heavy. Remember we have to keep things somewhat abstract.
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A water shader effect or animated textures (or a combo of the two) would be needed for wakes and waves.
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Particles could be used for water violently splashing against rock too.I've actually just committed some "Destruction Dust" particles for the Barracks buildings. SVN Update to try them out. Just place a Barracks in Atlas, 'Play' the Simulation, then delete the Barracks to see how it looks.
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The Alpha 9 Preview-Thread
Mythos_Ruler replied to JuliusColtranePille's topic in Game Development & Technical Discussion
Yucky Roman buildings from 5 years ago. You can see a drastic improvement. -
References: Animal Walking
Mythos_Ruler replied to Mythos_Ruler's topic in Tutorials, references and art help
Goats, Elephants, and War Dogs. Though, we may need a new goat mesh and texture. When elephants run, they simply walk faster... perhaps bobbing their head more. Elephants will need prop points for: chest, helmet (top of head), and back. Perhaps others? Maybe 'tusk1' and 'tusk2'. -
Right, perhaps they lose Health as they perform actions. They are also capturable, like female citizens.
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I've noticed only a small difference in frame rate by toggling the shadows. I get 1-2 more fps when I turn off shadow filtering, and maybe 2-5 fps by turning shadows OFF. Not really enough to notice. Same with turning off the "fancy" water--I get about a 2 fps bonus.
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What about those cultures that did not have slaves? An idea I had would have used the Market and the concept of a finite "global team pool" of slaves, depending on the number of enemy units killed. Basically, the more enemy units your team kills, the greater number of slaves become available for purchase at the Market. They would cost Metal, have a finite lifespan (you're working them to death), have no attack, and are bonused at gathering resources. They can help build, but do not have the list of buildings in their GUI (they can't lay foundations). They would become available once you hit City Phase or research an unlocking technology.