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Veridagorin

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  1. KKiVRoD.png?1

    Changes:

    - Attack& Armor system

    Pierce (arrows and spears)

    Hack (swords and axes)

    Crush (Rocks and Blunt weapons)

    Burn (Fire weapons, and some magic)

    - Army System:

    Generally less Citizen Soldiers more Professional soldiers.

    professional soldiers available from age 1

    Multiple buildings to train soldiers from ex. barracks, archery range, stable, siege workshop

    not all factions are created equal some could be missing a few parts and have added parts

    - Charge:

    some soldiers will have a weak charge ex. pikemen

    others will have a powerful charge like knights

    Gold, Loyalty, Outlaws, and Collectibles

    Gold; a new resource that is generated by buildings like houses and mercenary guilds. to get more gold just higher taxes (tax rates may effect public order).
    Gold is used to buy mercenary units or to reduce enemy units loyalty or convert them entirely to your side

    Loyalty; is what keeps units fighting for you and buildings under your control.
    a unit or building with 0 loyalty is an outlaw unit/building
    there are a few variables that can effect unit/building loyalty

    - numbers the more units and buildings you have together the more loyal they are. ex. a house in the middle of nowhere far away from your land will have very low loyalty.

    - if inside your town boundaries, buildings will be build-able anywhere on the map but if they aren't in your town boundaries they will have loyalty problems and will lose all loyalty if ignored or alone

    - walls, people will feel secure behind a good wall the better the wall the safer they feel. building walls and defenses will have a positive effect on building loyalty

    - Public order the average loyalty of all your buildings.

    - who you are allied with may effect your public order. example: if the Rovonin and Doonish factions become allied their will be a public order reduction because those factions don't trust each other, but a Rovonin and Rovinin alliance will have a positive effect on public order because they trust each other.

    - your armies effectiveness in battle may effect your public order. if you are always losing battles and stuff your citizens may lose faith in your leadership

    - technology techs you research may effect public order. example tech (hire tax collectors effects gold is gathered faster from houses and markets, people get angry at the more efficient taxing system)

    - Rioting when your public order is low watch out for your buildings becoming outlaw and spawning outlaws from them.
    you can do one of two things wait for the buildings public order to go up or destroy the building
    if you destroy the building or buildings your public order may go up because of fear

    - Citizen soldier loyalty is effected greatly by your public order

    - Outlaws
    are spread across random maps they usually consist of units from the maps host culture. units buildings with 0 loyalty become outlaw

    if you build a civic center near an outlaw town and that town is in your kingdom boundaries you might convert the town

    - Collectibles, are magic items like relics that your units can collect there are 2 types individual collectibles, and kingdom collectibles
    first what are collectibles. they are either magical jewels weapons/armor with magical jewels bound to them, and Relics of cultural inspiration.

    - individual collectibles. the unit that collects the item is the one that uses it when he dies he drops the item. most weapons/armor items are individual collectibles, and some magical jewels. few Relics are individual collectibles

    Kingdom Collectibles. these collectibles are picked up by a unit and deposited in one of your buildings and their effects are applied to your whole kingdom. most relics of inspiration are kingdom collectibles. some magical Jewels are kingdom collectibles as well. very few weapons and armor are kingdom collectibles

    20+ unique factions I will add five at a time

    - Maps

    stars are capital cities circles are major cities

    in pencil triangles are mountains, circles with legs are trees, tridents are farmland, Y_ marshland. xFaction (Color) Factions land on map

    The Rovon Empire

    kDw8JCd.jpg?1

    Anorithia

    mzoQJkW.jpg?1

    1.0 Rovon Empire

    - Rovonin (Orange)

    A diverse collection of tribes consisting of The Rovonin, Rovinin, Rohn , Glokia , Celt, Riverland, The Gaulia, Danton, Almonia, Cit, Cleon, Medin, Nedila, and Eldoria.

    The Rovonin and Rovinin came from the Rovon islands and settled inland on the great island. after a long time a great Rovonin leader arose and lead the Rovonin and Rovinin on Campaign conquering all the other tribes on the island the Rohnese allied with them. all the tribes that were conquered were assimilated into the Rovonin tribe. except for Celt, Glokia and Rohn mantained a lot of cultural independance. The Eldorians retreated and looked for new lands to settle.

    The Rovonin settled the mainland in a huge forest of giant trees they woodsmen or northmen that already dwelt submitted themselves to Rovonin rule and stayed very culturally unique although they did adopt the Rovonin Longbow.

    The four main cultures that make up the Rovonin faction are the Rovonin culture Longbows, Rule of the strongest, Flails, Mercenary Guild, Live in farming vilages mainly.

    the Rohnese culture, city dwellers, rule by nobility, Nochatons (horse like animals, stronger, faster, horns, as smart as a man).

    The Glokians, city dwellers, rule by the smartest (mostly dishonest and sly), not very loyal, Good at sea, will often employ assassins or theives to do their dirty work.

    The Woodsmen, Rule of the fittest(strongest/hardest working/smartest/bravest), live in villages, Use small wooly elephants as baggage animals (these elephants are as smart as Nochatons), Axes, Throwing Axes

    Rovonin faction in depth

    Building style: most buildings made of wood with a celtic/viking style

    Faction bonuses;

    - Great Forest: the trees of the Rovonin forest are larger and more fire resistant than most trees. effects Rovonin siege and wooden buildings have a little burn armor.

    - Volley Tactics: The Rovonin use their archers to attack enemies at a great range of (200m) since accuracy is not important for volleys Rovonin archers have a reduction in accuracy.

    - Team Bonus Mercenary Guild. the Rovonin Mercenary Guild defines prices that mercenaries are hired for based on their skill making it harder for mercenaries to extort their employers. effects the Rovonin and their allies get cheaper mercenaries. Allies of the Rovonin can train certain Rovonin soldiers

    Buildings:

    Wooden

    - Rovonin Barracks Trains units from the Rovonin sub-culture

    Village Phase: Village Militia, Longbowman

    Town Phase: Man-at-Arms, Hoplite, Light Cavalry

    City Phase: Rova Guard, Fortified Wagon,

    - Rohnese Stable trains units from the Rohnese sub-culture

    Town Phase: Town Militia, Companion

    City Phase: Noble Companion (Requires Support Rohn), Cavalry Archer

    - Assembly Hall trains units from the woodsmen sub-culture

    Town Phase: Throwing Axeman, Elephant (mobile drop off site)(Requires re arm the woodsmen)

    City Phase: Woodsman

    - Mercenary Guild Town Phase: Generates Resources(requires tax the mercenary guild)

    Town Phase: Assassin (requires Glokian Government) Soldier that is not auto attacked and that doesn't auto attack. with a high damage first attack. no armor low health and attack

    City Phase: Thief (requires Glokian Government) Soldier that is not auto attacked, steals resources from enemy drop off sites)

    note soldiers can still attack thieves and assassins they just need to be ordered to.

    - House

    - Blacksmith (town phase)

    - Palisade Wall

    - Town Center

    Village Phase: Villager like female citizen

    Town Phase:

    Support Rohn (research) Glokian Government (research) Re arm the woodsmen (Research) Assembly hall units more attack enables elephant. Tax the Mercenary Guild (Research take advantage of the wealth of the mercenary guild), Call on Rova For support (enables the Rova Guard)

    The Rovonin can only get one of the five town phase researches

    Stone buildings

    - Stone Wall (city phase)

    Watch Tower (town phase)

    Keep (city phase)

    Units:

    Village Militia looks like longbowman without the helmet but armed with a pitchfork or some other piece of farm equipment

    Village Militia are cheap citizen soldiers that are better left tending a farm than fighting have a slight bonus vs cavalry

    Hoplite the shield should look like the the man-at-arms no greaves. (pike 5m)

    The Rovonin Hoplites are citizen soldiers they are standard basic infantry with a slight bonus vs cavalry

    equip_1.jpg

    Longbowman

    Archer with Great Range. in many Rovonin towns and villages Longbow practice is mandatory giving the Rovonin army a large pool of skilled archers to draw from

    ConceptLongbowmen.png

    Man-at-Arms (soldier armed with a flail)

    The Rovonin Flail was a simple agricultural tool developed into a weapon when the riverlanders saw its potential when they used flails to great effect against Doonish raiders. Flails later became popular among middle class professional soldiers because of it's ability to crush through all but the best armor

    huskarl.png

    Town Militia (armed with Axe)

    These citizen soldiers are little more than a town guard that train for an hour once a week. not being able to afford much armor, these soldiers will not stand up to professional soldiers especaily not heavy cavalry in a fight. but they are comparable to other citizen soldiers

    Den_town_militia_info_k-tc.png

    Light Cavalry Town Militia on Horse

    are simply Town Militia that own a horse they see more action than town militia because light cavalry are concerned with keeping the land around the town clear of bandits defending the walls themselves

    Throwing Axeman (obviously with a throwing axe instead of a spear)

    the francisca axe comes from the northmen culture and they use it to great affect to shatter enemy shields before entering into combat

    citizen Soldier

    viking-warrior-jpg.jpg

    Woodsman same as throwing axeman (but with a bow and an Axe) the woodsman has a shield when he is shooting arrows it will be on his back

    the difference between woodsmen and northmen is that the woodsmen are Rovonin that have adopted the northmen culture while bringing some of the Rovonin culture with them like the longbow. since its hard to tell the difference between the two woodsmen and northmen are often used interchangeably.

    these woodsmen are citizen soldiers hardened by fighting off sengayrs and outlaws. they have more experience fighting then the average citizen soldier

    Rova Guard

    The Rova Guard are solid heavy infantry from the Rovonin city of Rova. they are professional soldiers.

    the people of Rova originally come from the island of Rove they brought with them a wide plethora of polearms from Rove the most popular being the halberd. they have a good bonus against cavalry and slight bonus vs other infantry

    SM-F45-01.jpg

    Fortified Wagon

    A wagon with a platform that has walls

    Fortified wagons are pulled by nochatons and are used to protect their longbowmen from enemy infantry and cavalry

    Companion (with a Man-at-Arms Type shield (Nochaton has two horns and will lower its head to charge providing a three pronged attack) no bit reigns or spurs

    The Companions of Rohn are called the companions because unlike most cavalry the nochaton and its rider are best buddies they go everywhere together and always have each others back. they are more expensive than most cavalry because the nochaton is not a slave so both the mount and the rider need to get paid and supplied with armor and among other things get edible food

    03.jpg

    Companion archer like the companion but with an open faced skullcap

    the Companion archers are much fewer in number than the companions as it takes great skill to fire a longbow from a nochaton they also don't shoot from as much range as foot archers saving their arrows for much closer targets

    Noble Companion (with Chainmail dropping down its legs similar to the first picture)

    Made up of the Rohnese nobility these companions do not look at the cost of the armor only at its effectiveness of protection even though their armor is very heavy they could still beat lighter cavalry on a horse in race. they have one of the most powerful charges in all of Anorithia. but their armor doesn't come cheap making them very expensive to train

    weapons: Sword. Nochaton has sharp extended blades on its horns

    caballero-medieval-sobre-caballo-con-arm

    Ram Woodsmen Carrying a tree trunk

    possible upgrades (incendiary head) (metal head)

    - Doonland (Red)

    Spearman of Marsi

    RQjHWcN.gif?1

    The Doonish used to be Oondoms (little kingdoms) of mere pirates and raiders until they were unified under one Andoon (king) their power was only matched by the Rovonins until the rise of the Rovon Empire.

    Before the rise of the Rovon Empire the Doonish and the Rovonin were the most powerful factions in Anorithia they were constantly at war with each other now that the Rovon Empire has unified them they are at a tense peace and very distrustful of each others motives.

    the Legionnaire is the backbone of the Doonish army their nobility will fight from a chariot with pilums, Jeruan auxiliaries and elephants are also found in the Doonish army

    The two most diverse Oondoms are Celtar And Marsi.

    Celtar supplies the Doonish Army with Crossbowmen, and pikemen. while Marsi supplies the Doonish army with Men armed with godendags.

    The Doonish have the most organized of armies in Anorithia supported by their exceptional navy, and good roads makes the Doonish the most mobile army in all of Anorithia.

    Bonuses: Roads the Doonish have one of the most well kept road systems allowing soldiers to move faster over long distances recruitment of mercenaries and auxiliary units is faster for them

    MqwKRGw.png
    Building style: roman
    Faction Bonuses;

    Turtle Formation
    The Doonish commonly used the Turtle formation for defense: Legionaries were formed into hollow squares with twelve men on each side, standing so close together that their shields overlapped like fish scales. requires a centurion nearby to use this formation.

    Engineer Warrior
    Doonish legionaries and centurions can build siege walls, army camps, and siege weapons

    Team Bonus;
    Roads
    allow for quicker transport of units and supplies making doonish and allied barracks work 15% faster.
    Buildings:

    Wooden
    Siege Wall/Gate/Tower

    Army Camp
    City Phase: Legionnaire

    Stone

    Barracks
    Village Phase: Celtar Pikeman
    Town Phase: Jeruan Auxiliary, City Guard
    City Phase: Legionnaire, Spearman of Marsi

    Archery Range
    Village Phase: Jeruan Archer
    Town Phase: Celtar Guard
    City Phase: Rovinish mercenary

    Stable
    Town Phase: Jeruan Raider
    City Phase: Noble Chariot, War Elephant

    Siege Workshop
    Town Phase: Scorpion
    City Phase: Onager, Battering Ram,

    House

    Fortress

    City Phase: Legionnaire, Noble Chariot

    Civic Center
    Village phase: Villager

    Blacksmith
    City Phase: research elephant armor (upgrades elephants to armored elephants)

    Market
    Town Phase: Merchant

    Dock
    Village Phase: Fishing Ship
    Town Phase: Trireme, merchant ship
    City Phase: Quinquereme

    Units:
    Celtar Pikeman bonus vs cavalry (pike 3m)
    late4th.jpg
    City Guard citizen soldier (looks like legionnaire with a pikeman shield)

    Legionnaire standard infantry high armor when gets enough xp he upgrades into Centurion (looks like rome imperial legionnaire)

    Centurion the presence of a centurion allows legionnaires to form a turtle formation (looks like rome imperial centurion)

    Jeruan Archer basic weak archer
    PICT0015ed_archer.jpg
    Celtar Guard basic crossbowman (looks like celtar pikeman with a crossbow)

    Rovinland Mercenary although the sling is hard to use in the forest of Rovinland the Rovinin tradition of slings is kept alive. not being so useful in the thick Rovinland forest these soldiers will become mercenaries and hire themselves out to the Doonish, Jeruans, and Land of Death range 150m (looks like Legionnaire with a sling)

    Jeruan Raider. heavy Jeruan cavalry (looks like roman cavalry javelinist)

    Noble Chariot consists of a driver in chainmail a knight in full armor open visor helmet so he can see where he is throwing the javlin and a squire moderately protected armed with a stabbing spear
    hittite+chariot.gif
    War Elephant a living siege weapon strong vs everything in its path
    elephant-in-battle-color-n-9t.jpg

    Armored Elephant a war elephant in armor is expensive to maintain hope that the extra defense the armor adds will pay off

    rometotalwar_042804_in003_1083195820.jpg

    - Rovon (Blue)

    Order Knight

    9bXFpzi.gif?1

    Rovon is the heartland of the empire. the start of the Rovon Empire can be traced back to Exzamnder I who was king of one city under attack by the Rovona he defeated the Rovona army conquered all of Rovona he entered into an alliance with the Rovonin and the Mornin with their help he conquered as far south as the Jeruan islands and non and as far west as the Eldorian countries of Consipitle and Mefadin. after his death Consipitle and Mefadin left the empire and Non attempted to.

    the Rovon armies focus is their knights when charging with lances they can crush enemy formations as if they were egg shells. a group of soldiers known as the champions was formed out of the poor in the land. young boys of around seven that were either orphans or from very poor families get adopted by the army and trained in the use of the two handed sword and to ignore pain. when they go into battle they wear no armor but have a deadly charge and are skilled with the sword.

    - Rovinland (Purple)

    the people of Rovinland are a mixture of the Rovinin and the Doonish peoples Rovinland used to be an Oondom of the Doonish, but because they supported Exzamnder in his war against the Doonish they became an independent Oondom.

    Rovinland is known for its purple dye. being covered in deep forest, the Rovinish cities don't have walls and the army of Rovinland lacks cavalry unlike the Doonish Rovinland has a poor road system in many parts the road is lost completely by the trees.

    as a result Rovinish soldiers will be able to walk through forests. the Rovinland army has a major Doonish influence. Sheilds are obsolete in the Rovinish tactics instead they just have a second sword. the hoplite archer is the remnant of the Rovinin military influence although the Rovinish hoplite archer wears light armor

    - Rovinin (Green)

    Many of the Rovinin left the Rovonin Island in search of new land they settled the Land of Death were war and drought has been slowly changing the land of death into a desert. The Rovinin city state in the Land of Death either allied or conquered the tribes in the northen Land of Death.

    The Rovinin faction has two primary cultures The Rovinin, and the Land of Death cultures

    The Rovinin, live in cities and farm the land around it, but since they live in a desert they buy grain from the island of Rove. Honor, Honesty and Bravery describes Rovinin culture.

    The Rovinin government is a democracy made up of a few councils one council make's the laws another council passes the laws and a third council makes sure the laws are enforced. the last council is made up of two generals they decide when and with who to go to war with. any Rovinin citizen can become a member of any of the councils. the nomadic tribes can send representatives to all the councils these representives can speak but they don't have any voting power.

    the Rovinin believe in giving the enemy a fair fight and rarely use deceptive tactics. Their heavy infantry the hoplites form the backbone of their army and economy some of these warriors are skilled in the Rovonin longbow. battalions of richer hoplites might own horses to get them quicker to battle but will dismount to fight.

    The nomadic tribes rule by the strongest. many times they will have an ederlochaton as their leader. they will adhere to many Rovinin laws and conveniently ignore the ones that they don't like. they complement the Rovinin army with light infantry, light cavalry and mighty ederlochatons

    2.0 Eldoria

    - Consipitle (White)

    A powerful Eldorian Empire (makes good use of cataphracts)

    - Mefadin (Blue-Gray)

    A group of Eldorian city states (most soldiers are citizen soldiers, good crossbowmen)

    - Consipitolian Order (Dark Red)

    Order Knight

    niRrymx.gif?1

    An Eldorian knightly order that protects Eldorian lands from more from foreign peoples. relies heavily on mercenaries from Rovonin and Mefadin. Order knights are known for their speed and long lances

    - Non (Light Blue)

    Mercenary From Non

    XWhwyqD.gif?1

    Non makes good use of Samurai, and Lochaton soldiers (lochatons are like giant bats they fly into trees and pour arrows down upon the enemy. or a group of them will drop huge stones on the enemy)

    - Pirite Kingdom (Black)

    Originally from Non the Pirites are mainly unjustly treated prisoners that revolted and set up their own kingdom. Pirite men are very fit making their infantry and longships move faster

    3.0 Other Races

    - Neder (Yellow)

    Nederion warrior

    3poQktF.gif?1

    Nederions are a warlike race that the most skilled warrior is the king to become king you have to defeat the king in single combat

    - Imaldra

    Icy people of the north they grow everything they need their buildings, clothes and ships are living plants, they use their magic to bend the powers of nature to their will. (their Bones are hardened ice, their skin is rubbery ice, and their blood has blue tinge, making them look a see through blue)

    - Goblins

    The Goblins are physically weak only living for 20-30 years but they reproduce very quickly they are normally ruled by adventurers from other races

    - Urlen

    the Urlen are froglike humanoids that live in lakes and rivers their nostrils are horns on the top of their head that curve back so that they can breathe air easily when they swim.

    - Mornin (Pink)

    The Mornin are a collection of dwarf clans under the protection of the Rovon Empire. the Mornin council is only concerned with dealing with foreign threats that would take away dwarven freedom. the dwarven clans are often fighting among themselves for resources.

    the dwarves use their magic to make things or to tear things down

    4.0 Antacrofia

    - Antacrof Empire (Gray- Purple)

    settled in cities and villages focus on infantry

    - Peradin Empire (Gold)

    Nomadic empire focus on cavalry archers

    - Giler Empire (Dark Green)

    Settled in cities and villages

    - Desert Empire (Off White)

    - Great Sea Empire (Light Green)

    settled mostly in fishing villages and cities on the islands in the great sea. boasts a powerful navy with armored ships. has developed rockets

    5.0 Rovon Empire Add on

    - Rovona (Dark Pink)

    army focus on pikemen

    - Land of Death (Gray)

    nomadic tribes (focus light cavalry and light infantry)

    Many different Nomadic tribes and a few city states live in the Land Of Death

    ex: the Rovinin

    - Rove (Brown)

    settled farmers

    - Jerua (Black with a red inside)

    focus cavalry light troops and elephants

    • Like 2
  2. I have adjusted some visuals they don't show up

    Target

    "C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\system\pyrogenesis.exe" --mod=Anorithia

    My mod's locations

    C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\Anorithia

    Public mod's location

    C:\Users\verid_000\AppData\Local\0 A.D. alpha\binaries\data\mods\public

  3. What restrictions are you talking about? The Engine doesn't restrict a lot, it doesn't restrict that a unit is on the ground, or that a unit is even on a valid coordinate.

    i'm talking about the restrictions that make infantry no able to walk over water or through trees those restrictions

    i'm wondering where they are found so that i can make some infantry do those things

  4. thanks for the help my question was more on the lines of adding a totally new type of damage

    like keeping the

    Hack, pierce and crush

    and then adding a new attack and armor type like fire

    function Armour() {}
    Armour.prototype.Schema =
    "<a:help>Controls the damage resistance of the unit.</a:help>" +
    "<a:example>" +
    "<Hack>10.0</Hack>" +
    "<Pierce>0.0</Pierce>" +
    "<Crush>5.0</Crush>" +
    "<Burn>0.0</Burn>" +
    would adding a burn like this to all the places that have hack/pierce or crush add a new armor and attack type burn?
    i have another question how to test my mod out?
  5. Hi again,

    making further progress in my mod I came along other questions about the game, which I'm going to ask in here.

    Trying out the SVN version I found out that you added the possibility of creating upgrades that make units rank up, which is quite awesome. Now, this can be used for making upgrades that change a unit entirely (specific name, generic name, icon, description, etc.) similar to upgrading the short swordsman to the broad swordsman in AoE for example.

    Why yes, that sounds great.

    I wonder, how did Age of Empires and Empire Earth do all of this stuff? It would be interesting to take a look at the code.

    you can change and look at age of empires with programs like advanced genie editor 2

    this is part of the roman legionnaire code
    <Promotion>
    <Entity>units/rome_centurio_imperial</Entity>
    <RequiredXp>300</RequiredXp>
    </Promotion>
    you could simply do it by making a tech that makes the required xp become 0 so then whenever you train the unit he immediately becomes his upgrade this would also effect already built units.
    i'm not sure if it can be easily done right now?
  6. Hi all i have a few more questions how easy is to add a new armor and attack type?

    can i do it in Notepad++?

    where are the files that define the armor and damage?

    can a unit deal 2 types of damage at the same time?

    ex. from roman ballista that appears to have 2 damage types

    <Attack>

    <Ranged>
    <MaxRange>76</MaxRange>
    <MinRange>16.0</MinRange>
    <ProjectileSpeed>22.0</ProjectileSpeed>
    <RepeatTime>6000</RepeatTime>
    <Splash>
    <Shape>Circular</Shape>
    <Range>10</Range>
    <FriendlyFire>true</FriendlyFire>
    <Hack>40.0</Hack>
    <Pierce>0.0</Pierce>
    <Crush>40.0</Crush>
    </Splash>
    </Ranged>
    </Attack>
    Edit i have another question can i make units garrison in neutral buildings/trees?
    so that they can shoot arrows from a safe place?
  7. Are there any data editing tutorials i could read?

    is it easy/possible to make a unit switch between weapons like a bow and sword?

    is it easy/possible to make a unit be able to climb a tree and jump to the next tree?

    Can i make a unit that can knock down enemy units?

    edit 1 more question can i give heroes/units a destructive ability like demolish building that takes time to recharge before it can be used again?

  8. i saw that a while ago and i don't think it has a good explanation because in the bible text it says the walls fell down flat which means 1 of 3 things that the writer is lying, that it was by a miracle that the walls fell flat, or that the walls were undermined or something. but i think it would take more time then 6 days to undermine a wall.

  9. will we be able to mod flying units into this game?

    examples:

    a flying unit that dive bombs or picks up ground units and drops them.

    a flying unit that drops rocks or spits fire from the air

    a flying unit that can land in a tree or on a building cliff ground etc. to shoot arrows or use melee attack to units that get close enough.

    and a flying unit that lands to garrison soldiers too shoot arrows like a helepolis

  10. don't forget Hebrew slingers in the bible book of Judges chapter 20 verse 16 it talks about 700 select Benjamite left handed slingers that could sling a stone at a hairs breadth and not miss.

    in the bible book of 1 Chronicles chapter 12 it talks about The army of king David he had Benjamites that could sling stones and shoot arrows with either hand, and also a group of Gadites that were mighty men as swift as gazelles armed with a spear and a shield. an example of being as swift as a gazelle can be found in 2nd Samuel 2 were Asahel who was a swift as a gazelle was pursuing Abner, and when Abner struck him with the blunt of the spear it came out of Asahel's back.

    King Solomon seems to be the first of the Hebrews to use chariots and horsemen buying them from Egypt. according to 2 Chronicles chapter 2 verse 17 that he exported Egyptian chariots and horses to the Hittites and the Sryians.

    and if you plan on having a scenario for this civ may i suggest you use the conquest of AI and not the fall of Jericho because i think that the fall of Jericho would be too controversial because it involves a miracle. the battle of AI is tactical genius at first a few of the Hebrews attacked the city but they soundly beaten (they did not plan to get defeated) then when the whole Hebrew army attacked they hid some of there men away from the battle to take the city after they have lured the enemy soldiers away from the city, and they conquered the city

    i hope all this is helpful in creating a Hebrew civ they are not seen in many RTS games

    • Like 2
  11. Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Access violation reading 0x00000024)

    Location: unknown:0 (?)

    Call stack:

    (error while dumping stack: No stack frames found)

    errno = 0 (No error reported here)

    OS error = 487 (Attempt to access invalid address.)

    i found this error in the map editor it caused it to close down

  12. Celtic Kings Rage of War is a rts game that i played had food consumption well implemented basically you couldn't build buildings villages produced food and cities produced gold and trained soldiers researched techs soldiers consumed food all the resources were local not universal.

    i don't think that localizing some resources would work in 0 ad if you also have universal resources

  13. More winning conditions is definitely going to be included, and since the game uses JavaScript for AIs etc it should definitely be possible to program your own triggers/use an AI to achieve your goals for starters. Sure it's a bit harder than using pre-programmed triggers, but also a bit more flexible, and most importantly it allows us to release part one a lot earlier. A very broad guess would be that including triggers/cinematics/story-based campaigns in part 1 would delay it with at least a year, probably more like 2-3 years. It's better to reach some kind of conclusion sooner and be able to get working on part 2 asap :) (Also, note that I say story-based campaigns, we do intend to include an "imperial campaign", kind of like the conquer the world gameplay in Rise of Nations, or the campaign mode in the Total War series, but with some unique twists of course :) )

    that would be cool. i realy like the charge feature in the total war series were you can only trample a the first 2 or 3 lines of the enemy units. will a battalion of heavy cavalry have a charge bonus like in total war?

  14. i really liked multiplayer taunts when i played age of empires 2 do you think they would add them slightly off topic but when playing with the AI allies in campaigns you should be able to give them orders like attack now, wait to attack, build more workers, build more elite soldiers, create more defenses and give me your spare resources etc.

  15. just make sure that before you add all these cheats to make an option to disable them in multiplayer because i don't want to see a gigantic monitor land on my town center and raze my town with lasers

  16. Maybe the Indian caste system should make it so that the Indians don't get citizen soldiers but there workers are more efficient at collecting resources for early defense they should be able to build soldier types in phase 1 that are inbewteen citizen soldiers and elite soldiers slightly stronger at fighting than citizen soldiers or as strong as level 3 citizen soldiers but worse than elite soldiers

    or since people can't travel bewteen caste's maybe each caste has its own pop limit

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