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shieldwolf23

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Everything posted by shieldwolf23

  1. Thank you. And as long as either Lion or niektb is the one who's at the helms, I'll be glad to join. Not that I don't want you as Captain, but buddy, I still value my life. As Lion said, and from Osprey, karvi was a general purpose ship. I'm thinking if it's possible if we can have a trading ship that is also a warship? Something that can trade (like the trade boats in AoK, as well as can attack other warships)? I'd recommend the Skeid as the in-game warship, while in the future, we can have the drekar as a sort of elite unit. For the fishing ship, I'd recommend the general design of the Viking ship, found on the last page of the notes.
  2. Thanks for the link, stan. Will visit it soon.
  3. Bump, in case nobody noticed the link research.
  4. The explore button is standard in Empire Earth and its subsequent (better forgotten) releases, as well as other RTS works of Stainless Steel. It would really reduce the micro (for probing enemy whereabouts and strong points).
  5. I would really love to see those things implemented. You see, sometimes, playing RTS would just mean who is faster in mouse-clicking, or who is more knowledgeable in the tech tree or such. Adding random things beyond player control would spice things up. I don't know if somebody had already thought about this, but while I was playing 0 AD a couple of days back, I noticed that there is no "Scout" or "Explore" buttons on units? Is it just me or the units does not have "scout/ explore" buttons? By "scout" or "explore" I mean a simple button that when pressed, would allow the unit to wander in random directions, essentially becoming a "scout" uncovering the fog of war.
  6. I'm just feeling guilty while all the rest of you are busy posting/ helping each other out, I'm sitting my @#$% off (albeit with work). I have transferred the file to my mobile, and will start reading it. EDIT: Linked is my research notes for the Viking Longships. https://dl.dropboxusercontent.com/u/47464522/viking%20research.pdf
  7. Hi guys! Sorry for my inactivity. I have an Osprey e-book about Viking ships. However, I'm currently out of town and is hard pressed to do some reading. Will post, hopefully within this week.
  8. Sorry for the late reply, weekend and wife and all @Hephaestion's 27 March reply: I was thinking that the tie up of the children to houses is necessary, to have players who create more houses have more children, and since you've said that a similar cap is already implemented, then that would make it easier to implement. I like too the moving outside the house/ community, and resorting to banditry. That would definitely make for a much more immersive "city-building" feel to the game. I like it! I would also like that technological "spill" to neighboring tribes. But I'd suggest that technological "spill" be more pronounced if a certain tribe is in direct contact of the source, compared to ones that are not in contact or an enemy. Surely a tribe which is friendly would get more access to the technology than a tribe that is hostile. As to history, well, we humans never learn. We are bound to repeat history, unless the Annunaki arrive at last. I am also drawn to the TW series because of the real time battles, like stan said, and their ability to recreate historical battles using formations/ morale and such. The sieges too are worth its playtime. With 5% luck and 101% hardwork, 0 AD will hopefully become the standard of modern RTS for years to come, just like Romulus says.
  9. Ah, you sum up the ideas very good. I agree that in everything the team will make, it's better for all to be flexible rather than hard-coded. That way, people can modify these values as they see fit, when doing their own mod or just messing around with the variables. Let me add on the mercenaries - if a map will have infinite mercenaries, then in time, there should be a sort - of either an assimilation of cultures or total rebellion/ defeat of the culture who hired the mercenaries (something akin to what happened with the Late Western Roman Empire). On overreproduction, may I suggest though that the children spawning be tied up to a certain number of houses so that if like, 20 houses are reached with 20 children, no more children is spawned. Something like that.
  10. Thanks guys! Special thanks to Niektb, for contacting me and believing that I can be part of this team. I do hope I will earn my keep. (2nd Wow)
  11. Allow me to comment on some of the things mentioned here: - Prisoners: In Act of War: Direct Action and High Treason, there is a prisoner system that makes it possible for an attacked unit to have a sort of surrendering animation in the middle of the fight (which I think was tied up to the amount of HP / morale that remains for that unit. The attacker would then treat that unit as sort of a neutral indestructible player and would proceed attacking other units/ do other tasks flawlessly. - Children: I like the way Stronghold Crusader treated the family (females and children). Maybe we can have a sort of eye-candy family created whenever there is a certain number of houses present, and then, have each house spawn children who then grows up to become (free of cost villagers) - sort of the peasants of Stronghold. - Triggers: I'm begging you for this! (1st Wow)
  12. Thank you, Hephaestion, for the warm welcome and the links! I'm getting 404 on realistic map and Massive Map threads, but the rest of the links are working. I have created GitHub account too. It might take me a while for me to aclimmate, but I promise I shall strive to, Scout's Honor!
  13. A pleasant day to all! I'm Shieldwolf, and I am currently active in Empire Earth and Age of Kings Heaven (okay, not that active in AoK these recent months) I have a passion for RTS in general, and historical scenario design in particular. Community members in EEH have stomached my craziness for years now http://ee.heavengames.com/downloads/showprofile.php?author=shieldwolf23 And the guys over in AoK were threathened / forced (and then regretted?) giving me the 2012 Designer of the Year award. Kidding aside, I'm proud of my RTS background and I hope I can be of use here, in 0 AD. A very good friend of mine introduced me to 0 AD, and ever since, I have always anticipated the updates and major alpha releases. I am also a proud supporter of the Indiegogo campaign (under my real name). Alas! I am, until today, just a mere lurker in the Forums. I hope I can make up for that mistake by offering myself up as a sacrifice to the 0 AD gods. I hope you guys will allow me to do so. Looking forward to productive hours with you all! Shieldwolf
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