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Posts posted by wowgetoffyourcellphone
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On 9/11/2018 at 10:45 AM, Nescio said:
Including a large number of civilizations but separating them into epochs sounds rather arbitrary for me. For instance, the Early Middle Ages have a lot more in common with Late Antiquity than with the Late Middle Ages.
This isn't an academic paper. A game designer has to make concrete choices and these involve compromises to make the concept work.
On 9/13/2018 at 3:46 AM, Imarok said:This could as well be implemented as some kind of meta-mod, that has all the other civ-mods (aristeia, millennium, etc.) as dependency.
Essentially, yeah, that could work. I was just thinking that it could be the "official" game though since most of the mods are made either by WFG members themselves or by active forummers. Either way could work.
Furthermore, some might prefer geographic groupings (e.g. only Indian civilizations, but none from Europe or elsewhere) rather than chronological ones.
That could be cool too. In the past I have pushed for more meta to be added to the civ.jsons so that the host can create interesting gameplay situations for their match, similar to what you suggest here.
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On 7/23/2018 at 8:19 AM, LordGood said:
Commit?
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3 hours ago, wackyserious said:
I see, it also has a variety, should we stick to the kidaris then?
I wouldn't mind a greater variety of Phrygian/Scythian/Thracian/Persian cap models, personally.
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I like the body textures, but the kidaris hat model is just as close to the Scythian/Phrygian caps I've seen on google images.
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8 hours ago, Nescio said:
it's still possible to change the more controversial articles into something vague and ineffective, but that's up to your national ministers.
But now you'll have how many different interpretations of this law to comply with?
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On 9/11/2018 at 4:51 AM, stanislas69 said:
Fixed.
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9 hours ago, macemen said:
Another nice thing is that all soldiers cost 2+ population slots (some "trash" units cost just 1), infantry usually costs 2, cavalry costs 3-4, while monsters and siege engines cost even more (up to 6-7). Perhaps if citizen soldiers had a cost of 2 pop slots people would consider training more women instead of mindlessly spamming citizen soldiers.
Delenda Est does this. Check it out!
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4 minutes ago, Nescio said:
Your suggestion reminds me of Empire Earth.
I had thought of this too, but crucially you aren't advancing the civ through the ages in a single match; the gameplay still focuses a civ onto a specific era and aesthetic.
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Looking at all of these cool mods. Aristeia: Bronze Age, Millennium A.D.: Middle Ages, Terra Magna: Classical Age civs from across the world, and of course my Delenda Est. I am struck with a grand vision for 0 A.D. which could be spectacular.
0 A.D. Epochs
Imagine, if you will, a 0 A.D. which spans the breadth of the entire pre-modern age. It's already happening with some very high quality mods, but what if eventually it could be made official? What would happen is that during game setup, the host (or single player) with a check mark system could select the different eras or "epochs" from which civilizations can be chosen. The host could choose only Classical epoch for an historical match, and then players could only choose the civs (like Athenians vs. Achaemenid Persians) with the Classical designation (in the civ.json file for modders and devs), or the host could choose multiple different epochs, allowing for some interesting ahistorical matchups which span across time (New Kingdom Egypt vs. Ptolemaic Egypt for example).
Some civs would span multiple epochs (Rome, Egypt, India, Nubia, China all easily spring to mind), with epoch-specificities (the "Late Antiquity" Romans would be different from the "Classical" Romans who would be different from the "Medieval", ie "Byzantine", Romans course). While other civs, like the Thracians, would be relegated to only 1 epoch. In this way each epoch will have its own unique civs, while you can see a pattern of historical change with the long-running civs like the Romans across epochs.
0 A.D. Epochs could be truly epic in this way.
How to implement it.
Each Epoch can be added separately, in different subsequent releases when the civs of that epoch or mod become acceptably complete. Let's say the current "Empires Ascendant" roster becomes the core group of civs for the "Classical" epoch. Once Terra Magna is close to complete, its civs can be divvied up according to historical relevance. The Han could be added to the "Classical" epoch, while the Zapotecs can be added to the new "Late Antiquity" epoch. Likewise, Delenda Est's Principate Romans can be added to the "Late Antiquity" epoch along with any new "Part 2" civs, like the Sassanid Persians, Huns, Visigoths, et al. Just debut a new epoch with at least 3 new complete civs for some variety. New civs can be added later, perhaps one or two per alpha/beta release.
What would be needed from the dev team is the UI code to allow this and then choosing when a mod civ is complete enough to add to the official Epochs roster.
The Potential Epochs and Civs (for dreaming)
Bronze Age
- Babylonians
- Egyptians (New Kingdom)
- Hallstatt Culture
- Hittites
- Minoans
- Mycenaeans
- Nubians (Kerma)
- Phoenicians
- Sea Peoples
- Hebrews
- Trojans
- Others
Classical Age
- The current Empires Ascendant roster.
- Chinese (Han)
- Parthians
- Nabataeans
- Scythians
- Thracians
- Xiongnu
- Others
Late Antiquity
- Romans (Principate; Trajan, Hadrian, et al.)
- Chinese (Jin Empire)
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Germanics
- Visigoths
- Marcomanni
- Vandals
- etc.
- Persians (Sassanids)
- Garamantes
- Huns
- Indians (Guptas)
- Japanese (Yamato)
- Zapotecs
- Others
Medieval
- Anglo-Saxons
- Arabs
- Byzantine Romans
- Bulgarians
- Franks (Carolingians)
- Chinese (Tang Dynasty)
- Indians (Cholas)
- Mayans
- Mongols
- Norse ("Vikings")
- Ottoman Turks
- Poles
- Crusader Kingdoms
- Others
Could maybe expand into the Renaissance, with the Aztecs, English, Incas, Spanish, French, Mughal Indians, Ming Chinese, wealthy African kingdoms, etc. Gunpowder wasn't overpowered yet. Still had lots of melee and heavy cavalry.
Any actual roster doesn't have to be nearly this extensive at first. It can start small and get added to as modders add the civs they would most enjoy working on. It's completely doable, as modders will want to keep adding civs to the game for many years. The dev team can curate and make sure the civs don't get too crazy and unbalanced, but the large part of the work is done by modders.
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Good mapping skillz.
To make these screenshots look more realistic, I would actually take out some of the saturation rather than ramping up the saturation.
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8 hours ago, Lion.Kanzen said:
Suit better to Aristeia.
Hmm, a thought: Aristeia could have a Hallstatt Culture civ.
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His reasoning is dumb, but I think it would be a big mismatch to add esports to the Olympics. Should they add table top gaming? Chutes and Ladders? I can't imagine they would still be playing Starcraft 2 forty years from now. The events in the Olympics are physical events and should stay that way. Let esports be their own thing. It's okay to be your own thing.
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On 9/8/2018 at 10:19 PM, Victor Rossi said:
I'm looking everywhere but I can't find solid breastplates being used by Iceni or any other Celtic tribe from Britain in that time. Perhaps a mail would be more appropriate.
The breast plate is definitely more La Tene than Gallic Wars era, you're right.
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On 8/10/2018 at 4:54 PM, stanislas69 said:
Texturing has, and is still my weak spot, so I'm always trying to improve there, because I intend to give the flora some love. Today I experimented translating a tutorial from http://www.oggyart.com/tutorials.htm a CD Projekt Red environnement artist to blender. I found the link on Khaganat so I thought I'd try it out. In the end I didn't manage to get much of the workflow in blender, but if someone can make it more straighforward please let me know.
For now, I just take a vertical picture of grass planes just like he does.
Reusing game grass textures I managed to get some new terrain textures. (Files are at the bottom for people that want to try it in the game) I can upload the blendfile on request.Tried these. Some observations:
- The biggest thing you'll notice is that these tile badly. They don't tile correctly at the edges and they have a dark spot in the corners. Fix that and these are on their way.
- The blade size is too big in scale. Grass blades should be much smaller in scale (for standard grass), especially when compared to units. A few variants with bigger blades are okay though, maybe for tropical grassy fields or for punches of detail. But on the whole, "grass" blades should be smaller scale.
- Would be nice to have variations where there are plant shapes thrown in and variants where there are different grass colors mixed in (not just all one color) to blend between the different shades of grass.
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Surely a texture fix can be committed without violating the European Empire's directives?
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5 hours ago, Nescio said:
Personally I'd favour only listing the factions (with perhaps a link to a relevant https://en.wikipedia.org/ page) and maybe some screenshots to show off the art, nothing more. People shouldn't look online to find information on stats, civilization bonuses, etc.
Agreed. Just a small blurb is enough and a couple screenshots. Actual civ stats and info should be on a wiki and accessible in-game.
5 hours ago, Nescio said:Right, but I meant in an Age of Kings type of way, where the bonuses and penalties are listed centrally in-game. The Age of Empires/Age of Kings tech tree is brilliantly laid out, btw.
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11 hours ago, Victor Rossi said:
Boudicca sounds fun. I usually look for references in osprey's books, but if you already have some gathered let me know (or if you want me to follow the 3d asset from the game).
10 hours ago, stanislas69 said:I don't
I guess it'll be better to start off historic research (Osprey might be fine) than to rely on the current model
I think you could use Osprey/other historical references blended with the game model. I think it should look at least passingly like the game model.
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You could say, "The Mauryas are Mauryan."
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22 hours ago, nani said:
Age of Mythology is another neat RTS.
0 A.D. needs an Age of Mythology-inspired mod. The major hurdles with be some GUI stuff and the god powers. Otherwise, things like myth units should be easily doable. Including the classic rps dynamic of Monsters<Heroes<Humans<Monsters, easily doable with the class feature.
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Yeah, Maurya and Mauryan are both correct, Maurya being more correct. Truth be told, I was actually just trying to differentiate the mod from the core game.
"Romans (Principates)" doesn't really make sense grammatically, but I use Principates all the same (I also like how it sounds next to historical terms like Optimates and such).
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"Jungle" might indicate more vegetation than that.
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16 hours ago, Tallestdavid said:
BAM! battle of sellesia by an eye witness! plus I assumed the spartans would be identical to their counter parts from the cleomenes III reforms. makedon had it plus it was basically a pills with little sunscreen so
Yeah, a middle-Hellenistic helmet. Pilos with, as you indicate, a bill in front and cheek pieces.
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For Mesoamerican civs, we need techs that are analogous to the ones in the core game and even some special techs. For instance, instead of "Iron Weapons" there would be "Obsidian Weapons." Instead of "Wheelbarrows" there would be "_______." Instead of generic "Javelin Thong" there would be "Atlatl." etc.
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Game rewards turtling too much
in Gameplay Discussion
Posted
I like the pathing in AOM. I think it's pretty decent.