Jump to content

Veridagorin

Community Members
  • Posts

    78
  • Joined

  • Last visited

Posts posted by Veridagorin

  1. Could you please allow orders to be given while paused?

    i don't think that's a good idea because it will not work in multiplayer and if you are used to pausing it every time you need to multi task that will make a worse player and being able to order your units while paused will get rid of a little bit of the real time feel.

  2. I Got an idea for a Japanese god power the Kamikaze it means divine winds these storms destroyed 2 Mongolian fleets when they tried to invade Japan

    basically this power will destroy all human ships in its area off effect and scatter all sea myth units if done on land it will scatter an army doing minimal damage.

  3. The posts here have a "like" button that no one uses.

    If there was a way to sort posts according to the number of "likes" and members will use it to tak ideas they like, then the flood could become a managable idea stream.

    lol that is a good idea just liked you post :thumbsup:

    this is way off topic lol i just got a little overwhelmed by all the emotions you can do :velho: some of them are gruesome.

    • Like 1
  4. That is very unlikely for part one at least, as that would require separate water levels, which would be a lot of work to get working right, and which iirc would mean a significant performance hit as water rendering is one of the more expensive and having two or more water planes/levels would mean that it would have to be computed twice/more. + There would be need to display the moving flood somehow + track its flow to destroy things only where it reaches, and when it reaches them.

    i thought that it would get shot down but still who knows it could of been possible...;)

  5. I could see a river or tide moving up and down.... but actual "floods" during a standard scenario or random map would be aggravating.

    will there be a feature in the map maker to be able to make natural disasters like floods volcanoes earthquakes forest fires etc.

    I think it being easy to implement these things in a scenerio for a campaign will make things campaigns a lot more interesting.

    could you make it possible to dam up a river against the tide so that when you destroy the dam it floods the map with a destructive flood?

    edit: i'm just flooding this topic with suggestions what about adding suicide soldiers similar to the AoK petard being avalable in the map editor.

  6. Expect it within 2 weeks, perhaps 1.

    Apart from the many bugfixings, Alpha 10 features, as you said, neater walls, technologies, but also healing and AI improvement. And many many bugfixing.

    that's nice didn't know it would be so soon will the AI be revised to fit in with the new techs and wall building healing. such as the Jubot and Qbot?

  7. maybe the Persians should have camel trade units that scare horses maybe not make enemy horses run away but at least impair a cavalry charge because in some battles the Persians put there supply camels infront of there infantry to scare off enemy horses then we would have a non fighting camel that is still use full in a battle.

  8. ive also had some thoughts about what campaigns there could be. again using four releases as an example, ive figured that three or four campaigns could be good to each pack. in the first pack, there could be a learning campaign where you play as the hellenes and reenact the rise of syracuse, a roman campaign focusing on caesar, a carthaginian campaign with hannibal, and a persian campaign with cyrus the great. for the second pack, depending on what civs are included, there could be an atilla and belisarius campaign. going on the assumption that there'd be an indian civ in a hypothetical 3rd or 4th pack, that could open the door for an alexander campaign (unless a campaign for him could be included earlier without including his exploits in india). i also think that, in whatever would be the last official major release, there should be a "campaign" like Battle of the Conquerors in the AOK expansion, in which each civ (or whichever ones didn't get their own campaign in previous expansions) gets a single scenario focusing on an exceptionally famous or important battle in history; for example, one could have you playing as the hellenic poleis controlling the forces of both leonidas and themistocles (or just one of them) at thermopylae and/or salamis against the persians. this could also be where civs like china, india, and iberia come into major single-player gameplay. there could probably also be a japanese campaign focusing on their wars against the koreans (kaguryo, iirc)

    and this is just something i would personally appreciate: another Battle of the Conquerors-style game, but this one focusing on important historical battles which could have drastically affected history had they ended differently; again, thermopylae comes to mind, but playing as the persians instead, and also boudicca's rebellion against the romans

    these Campaign ideas awesome (y)

    i'm just wondering if the campaign battles would build and destroy like most of age of empires campaigns or if the campaigns would of have a mix of build and destroy, defend the city, siege a city. maybe for a Hunnish campaign battle raiding for resources, and even set battles were you have an army and you need to set up your army to withstand the enemy army

    Build and Destroy would be normal gameplay

    Defend The City should be you start out with walls buildings and houses your citizen soldiers can't build any buildings and you have no way to collect resources without leaving city walls with things like resources reinforcements arriving from allies

    the siege a city should be different cut off any supplies from entering a city start out with a large army little resources but no siege can't build buildings like fortresses and instead citizen soldiers or engineers construct siege equipment.

  9. personally, i still think that civic centers should have to be built over settlements like in AOM; it helps control the population limit on a given map. in that way, you technically dont need to include a population capacity, you just have to limit the buildings that PROVIDE population capacity (say, 15 houses providing a total of 150 population as well as whatever settlements you can capture and build civic centers over). it would also be useful for a hypothetical provincial mode so that regions are centered on a settlement instead of arranged randomly (Empire Earth 2 is a prime example)

    a more aesthetic idea that ive had based on some previous comments is that there could be "sites of power", basically serving the same territorial functions as a civic center but looking like something else and training different units/technologies depending on what it actually is. it could work for scenario design by making the player capture an inn that would be used as a home base in that scenario

    I don't like the idea of limiting houses i like limited pop better because i normally build more houses then i need in pop so that my pop limit doesn't suffer when one of my houses gets destroyed

×
×
  • Create New...