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Everything posted by Lion.Kanzen
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Ok, you need drain resources in map or controlled all in order to stop Ai production, you need know about rock paper scissor tactics. And yo unknow about snap big armies and Siege warfare tactics. Siege Warfare tactics don't mean use a catapult against a building, for example you can close all exits to your enemy close their city with a big city wall and kill all civilian units. And then destroy primary defenses. You need be optimized your army effectiveness heal units and rotate the units are "damaged" or injured.
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For now be partir y with Alpha 15 be have a multiplayer Lobby.But you can play with direct ip or hamachi program.
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The Mauryan are not at 100% completed! the Ox Trade Cart is missing yet.
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if you want see it thst why the first haavy Cataphract is Seleucid. But the Persian one is the first one, but they are exist before the Persian.
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Seleucid it's not finished for now Seleucid units looks like other civilizations/ faction units. Tienes que entender que el juego esta en etapa Alfa , por ahora los Seleucidas no están ni remotamente empezados. Ni siquiera tendrán esos stats. Es muy difícil que los veas en sus formas finales , recomiendo que busques más en el foro antes de abrir nuevos temas. I recommend to you use the topic where are this matter, I is Crowd-sourced Civ : Seleucids. Design art in art Forum. http://www.wildfiregames.com/forum/index.php?showtopic=17651
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Why you post this here? Edit: never mind, was moved to right forum. Edit2: To me a big attack it's when you do it with 50 units. 500+? That a big lag XD match setting. But if you play with 50 at population max, the Ai is more weak. Less military and more civilian. But in all cases you need do a big attck to destroy the AI economy.
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Its can be possibly, but in which faction you wants to see the se buildings?.
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, I see but Social media info release is complete?
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Now , why have graphics bars and all statistics graphic like timeline.
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After 100 matches the summary screen can be irrelevant.
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It's be cool when the game have units walking platforms, like raft , ships etc XD, I know I'm repetitive with that but, can be cool see archers fighting in a river over rafts.
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Today is the day? I was read in official Fb: Drafting the release notes for Alpha 15... But was 19 hours ago.
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talking about the path , we can have two paths? I mean, land path and sea, and sea land units over a boat only walk in the boat don't try to reach outside, unless try to load in other boat/ ship/ raft/ sea platform.
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For tournament and social Comunity , even for team can be great. In AOE you can progress with XP in each game. So this way I feel all gold was good. As I say before is not mainly necessary but we can't disagreed about have achievements .
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we modders depends some main team coding for some features, and we need ask for them.
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can be a interesting unit be amphibious can be convert a building in land and sea a warship.
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And finally the point of my reply. Achievements are included within games to extend the title's longevity and provide players with the impetus to more than simply complete the game but find all of its secrets. They are effectively arbitrary challenges laid out by the developer to be met by the player. These achievements may coincide with the inherent goals of the game itself, such as completing a level, with secondary goals such as finding secret power-ups or levels, or may also be independent of the game's primary or secondary goals, such as playing a certain number of times, viewing a video, beating a certain number of online opponents or completing a level in a certain amount of time. Certain achievements may refer to other achievements - many games have one achievement that require the player to have gained every other achievement. Unlike secrets, which traditionally provided some kind of direct benefit to the player in the form of easier gameplay (such as the warp pipe in Super Mario Bros.) or additional gameplay features (such as hidden weapons or levels in first-person shooters like Doom) even though they might have criteria similar to achievements in order to unlock, the narrative-independent nature of achievements allows them to be fulfilled without needing to provide the player with any benefit or additional feature. In addition, the achievements used in gaming are usually visible outside the game environment (for example, on the Internet) and form part of the online profile for the player (Gamertag for Microsoft's Live Anywhere network, for both Xbox 360 titles and Games for Windows - Live supported PC Games, PSN ID for PlayStation Network (PSN)) or a particular character (Achievement Points in World of Warcraft). The motivation for the player to gain achievements lies in maximizing their own general cross-title score (known as Gamerscore on LIVE and Trophy Level on PSN) and obtaining recognition for their performance due to the publication of their achievement/trophy profiles. Some players pursue the unlocking of achievements as a goal in itself, without especially seeking to enjoy the game that awards them. Some implementations use a system of achievements that provide direct benefits to the gameplay, although the award is usually not congruent with the achievement itself. One example of such an implementation are "challenges" found in the multiplayer portions of the later Call of Duty titles. Challenges here may include a certain number of headshots or kills and are rewarded not only with the completion of the achievement but also a bonus item that can be equipped. Team Fortress 2 features 3 milestones for each of the nine classes. When a milestone is reached by doing an specific amount of achievements for each class, the player will be awarded a non-tradable weapon unique to that class.
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http://en.wikipedia.org/wiki/Achievement_(video_gaming) In video gaming parlance, an achievement, also sometimes known as a trophy, badge, award, stamp, medal or challenge, is a meta-goal defined outside of a game's parameters. Unlike the systems of quests or levels that usually define the goals of a video game and have a direct effect on further gameplay, the management of achievements usually takes place outside the confines of the game environment and architecture. But is this some topic off? Not all. If we get all ts statics numbers and converts into goals, goals are converted in medals and awards. Unlock art, maps , I don't know. It's about doing a best use for those summary numbers and statistics. Why 20000 amount of gold mine if in the next game is 0. Why forget my victories? And all civic center I was destroyed since Alpha 4?
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This can be considerate as misc and a multiplayer Comunity feature. I'll find some seach where is the beginning of this achievements, and etc etc. Edit: So, what exactly are achievements? If you've never used a modern game console, you may have missed out entirely on this new trend in gaming. Goals are set within the game, or now, within the software, and when users reach those goals, they are rewarded with an achievement badge or through a point system. Achievements can be anything from registering for a new application to completing 100 form submissions or expense reports. Tony Ventrice, senior designer at Badgeville, said, We have both an API as well as a suite of turnkey widgets along with the frameworks that people can take and embed with a couple lines of JavaScript code. Having embedded said code in an application, users can then be tracked according to how many goals they've accomplished. Users can also show off their badges to exemplify just how expert they are at certain tasks and systems. These badges are all about establishing a social reputation system, said Ventrice. Gamification systems are important, and they work much better in a social context. It's about bringing social features to your experiences. We're seeing that a lot from our customers: People want to be social but they don't know how to be. It's not about sending employees to that outside site. You're earning points in a community. Read more: http://sdt.bz/36632#ixzz2oCjVqeDM " This was ann interesting but don't explained at 100 % my point. The goals, a life without goals is bored so if it's this way, why don't have gaming goals in our community.
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I like what battle net doit with Starcraft, and xboxlive.Tournaments. Clans, know new people, a avatar system, social but I mean a profile like gamertag. Achievements, wins, looses etc.
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may be can be use to give nickname or recommend to players what kind a gameplay they does, example if I lost many soldiers and my stockpile was poor at the end, you can improved resources gathering, or if you use a de terminated unit some games show what's was your favorite unit, the most effective unit and the worst.If you use only cheaper units you can have a achievement unlock with cool a cool nickname. If a expense many resources in defenses you was a turtle. If you win in first 10 with many units you was a rusher. If you destroy all enemy buildings you was a demolisher. And if in a lot of mtsches we can unlock more medal. May be for match be can unlock medals and in timeline be can unlock medallions
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Ways to differentiate gameplay for each faction
Lion.Kanzen replied to Mythos_Ruler's topic in General Discussion
I agree total y with this, the game is based in choose, the big great technologies tree , can custom the game, player style , bonus, special units, abilities. Unblock champion units and lock other. Build special buildings etc. military reform it's good way to do it that. The player can enjoy each phase. The game shows like as a each maps( RM, Skirmish and some scenarios) represents a new colony. Like a colony needs social evolution and military protection. -
but he is modding his SVN version.