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Everything posted by Lion.Kanzen
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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.
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How lucky, I was read that one now. It's very interesting book.
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Crowd-Sourced Civ: Ptolemaic Egyptians (Ptolemies)
Lion.Kanzen replied to Mythos_Ruler's topic in Official tasks
Artist speculative reconstruction of the tessarakonteres of Ptolemy II. Some scholars have speculated that this ship may, in fact, have been a double-hauled catamaran; with the deck overlaying the two large hulls. During the reign of the dissolute Ptolemy IV, the fleet was allowed to deteriorate (wooden fleets rot if left without maintenance and replacement). From 201 BC onward, the fleet only took to the sea in small squadrons. Cleopatra, the last of the Ptolemies, was able to furnish but 60 ships for service under Antony for the Battle of Actium in 31 BC. These included some large warships, including a number of deceres (10-rowers). Due to malaria sweeping through the Antonine camp, the entire fleet was undermanned during the battle. This depletion in rowers meant a lack of propulsion; accounting for the unusual sluggishness of the entire fleet, and particularly the great dreadnaughts, the larger warships. Octavians light libernians were able to maintain a safe distance. -
So looks like you have right... For some strange reason they don't used Nubians. "From their coastal possessions in Thrace and Anatolia, they were able to recruit the warlike peoples of the interiors: Thracians, Galatians, Lycians and Pamphlians. Most of these fought as thureophoroi. Libyans are also mentioned, but wither these are from Greek Cyrene or the Libyan desert-dwelling tribes is unknown. Cretan archers and Rhodian slingers were also prized specialist troops. Judeans and Idumean Arabs were also recruited, but seem to have been used mostly as police and border patrol forces. Oddly, the Ptolemies seem to have made no use of the Nubian archers of the Northern Sudan; which had served to good effect in the ancient armies of the Pharaohs, and in the Medieval armies of Muslim Egypt." http://deadliestblogpage.wordpress.com/2013/12/06/armies-of-the-macedonian-successor-states-the-ptolemies/
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Max pop capacity? Aegis is very laggy yet. Try to don't play in forest maps or naval maps. And don't play in giant . We have optimization problems and it's a big problem with hard work.
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Ways to differentiate gameplay for each faction
Lion.Kanzen replied to Mythos_Ruler's topic in General Discussion
it's close... A Spartites per house vs aura effect by musicians? 65% are you sure? -
Ways to differentiate gameplay for each faction
Lion.Kanzen replied to Mythos_Ruler's topic in General Discussion
Yes, they can be have a big advantage in early phase with the armor.The gauls must be the. Best factions to start , i mean in early stage as I say before they can be the best or one the best in early stages. . -
Ways to differentiate gameplay for each faction
Lion.Kanzen replied to Mythos_Ruler's topic in General Discussion
With Gauls. History (Wikipedia) says: about Chainmal / Lorica Hamata The earliest example of mail was found in a Celtic chieftain's burial located in Ciumeşti, Romania.[1] Its invention is commonly credited to the Celts,[2] but there are examples of Etruscan pattern mail predating from at least the 4th century BC.[3][4][5] Mail may have been inspired by the much earlier scale armour.[6][7] Mail spread to North Africa, the Middle East, Central Asia, India, Tibet, Korea and Japan. The use of mail as battlefield armour was common during the Iron Age and the Middle Ages, becoming less common over the course of the 16th and 17th centuries. It is believed that the Roman Republic first came into contact with mail fighting the Gauls in Cisalpine Gaul, now Northern Italy,[13] but even earlier in time, different pattern of chain mail was already in use among the Etruscans. The Roman army adopted the technology for their troops in the form of the lorica hamata which was used as a primary form of armour through the Imperial period. -
yes many ethnic people.Warning! Please read the source sound some racial this fragment. While Reisner's deductions still strike us as astonishing for their brilliance and essential correctness, we are equally appalled to discover his inability to accept that the monuments he excavated were built by bona fide black men. Using entirely specious evidence, he formulated a theory that the founders of the 25th or "Ethiopian" Dynasty of Egypt were not black Sudanese but rather a branch of the "Egypto-Libyan" (by which he meant "fair skinned") ruling class of Dynasty 22, and that they were called "Ethiopians" by the Greeks simply because they dominated a darker-skinned native "negroid" population, which, as he stated, "had never developed either its trade or any industry worthy of mention." Like Taylor and Lepsius, believing absolutely that skin pigmentation was a determinant of intellectual ability and enlightenment, Reisner attributed the apparent cultural decline of the Napatan phase of the Kushite culture (ca. 660-300 B.C.) to the "deadening effects" of racial intermarriage between his imagined light-skinned elite and darker-skinned hoi poloi. The Meroitic cultural renaissance (after ca. 300 B.C.) he explained as simply the result of new influxes of Egyptians. Nubian cultures, he reasoned, were not as developed as the Egyptian because the people were of mixed race, yet by virtue of their relationship to the superior Egyptian race, they were elevated far above the "the inert mass of the black races of Africa." http://www.pbs.org/wonders/Episodes/Epi1/1_retel1.htm
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Also Known As: Known as Kush in the Old Testament; Aethiopia in ancient Greek literature; and Nubia to the Romans. Nubia may have been derived from an Egyptian word for gold, nebew; the Egyptians called Nubia Ta-Sety. http://archaeology.about.com/od/kterms/g/kush.htm
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Meroë (800 BC c. AD 350) in southern Nubia lay on the east bank of the Nile about 6 km north-east of the Kabushiya station near Shendi, Sudan, ca. 200 km north-east of Khartoum. The people there preserved many ancient Egyptian customs but were unique in many respects. They developed their own form of writing, first utilizing Egyptian hieroglyphs, and later using an alphabetic script with 23 signs.[31] Many pyramids were built in Meroë during this period and the kingdom consisted of an impressive standing military force. Strabo also describes a clash with the Romans in which the Romans were defeated by Nubian archers under the leadership of a "one-eyed" (blind in one eye) queen.[32] During this time, the different parts of the region divided into smaller groups with individual leaders, or generals, each commanding small armies of mercenaries. They fought for control of what is now Nubia and its surrounding territories, leaving the entire region weak and vulnerable to attack. Meroë would eventually meet defeat and it's total destruction by a new rising kingdom to their south, Aksum, under King Ezana. The classification of the Meroitic language is uncertain, it was long assumed to have been of the Afro-Asiatic group, but is now considered to have likely been an Eastern Sudanic language. At some point during the 4th century, the region was conquered by the Noba people, from which the name Nubia may derive (another possibility is that it comes from Nub, the Egyptian word for gold[33]). From then on, the Romans referred to the area as the Nobatae. For Romans was Nobateae, so its celar what we call Nub-ians.
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Nubians even have serve as Mercenaries to the Post ancient era Egypt.There were a number of large Nubian kingdoms throughout the Middle Ages, the last of which collapsed in 1504, when Nubia became divided between Egypt and the Sennar sultanate resulting in the Arabization of much of the Nubian population. Nubia was again united within Ottoman Egypt in the 19th century, and within Anglo-Egyptian Sudan from 1899 to 1956. The name Nubia is derived from that of the Noba people, nomads who settled the area in the 4th century, with the collapse of the kingdom of Meroë. The Noba spoke a Nilo-Saharan language, ancestral to Old Nubian. Old Nubian was mostly used in religious texts dating from the 8th and 15th centuries AD. Before the 4th century, and throughout classical antiquity, Nubia was known as Kush, or, in Classical Greek usage, included under the name Ethiopia (Aithiopia).
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Ways to differentiate gameplay for each faction
Lion.Kanzen replied to Mythos_Ruler's topic in General Discussion
Ok here is the link. http://aoe.heavengames.com/academy/civs/CivilisationsIndex.shtml#links Is there are ideas in this case civ a guide, they propuse ideas how play with AOE I Civs, and its not bad idea how the players uses bonus to play Deathmatch and normal maps , in single or multiplayer. For those don't get the idea, it's simple read some bonus from AOE I based in the weak or strong stats and bonus from some civilization, example : "The strongest units are the (slow) Academy units and Elephants with 25 % more hitpoints and the super Fire Galleys with 25 % more attack strength. " We can give to cavalry units 25% more attack , academy units is the equivalent to champion spearman we can do it 25%. And they talk about what civs are strong in early ages ( phases in our context) . And how you can do a team with other civ. In other words all an strategy. The players are looking for that, the the weak from a faction, the the strong and when and how counterattack.