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wackyserious

0 A.D. Art Team
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Everything posted by wackyserious

  1. Just sharing some ideas. (0AD resource scheme is fine in my opinion, a little lore-breaking sometimes, but is simple and very convenient.) Best game resource scheme, in my opinion, and also fits 0AD timeline (This game is Spartan:Gates of Troy by Slitherine Games, somewhat a predecessor to the Total War Series, IMO. The game Legion, also from Slitherine Games, is a Roman period counterpart of Spartan and is also part of the franchise) Resources: Gold: Gathered in gold mines, required for building temples and some important structures, (very profitable when traded) Grain/Food: Gathered in farms, used in training units, also consumed when maintaining standing armies. Iron: Gathered in iron mines, used in training specific units Bricks: Produced in brick factories, required in constructing buildings, essential in maintaining structures, buildings deteriorate when not maintained Horses: Bred in stables, used in training cavalry units Marble: Gathered/produced in marble pits, required in construction of specific buildings. Copper: Gathered in copper mines, very essential, required in training units Wood: Gathered in lumber mills, required in several buildings and units Silver: Gained from taxes, essential in trading, used/consumed to pay/maintain standing armies Trading is very crucial in this game, say for example, you have plenty of silver due to a high pop, but your brick factories cannot sustain your city, you will resort to trading to balance/meet the ends.
  2. This one, please. I hope this one gets integrated in the game someday.. Maybe an extra UI panel that can be shown or hidden with a button?
  3. Likewise, I never played AoE games before, but 0AD gave me a feeling of how the game feels I'm really rooting for this game, this is one of the best RTS games that I've played alongside the Stronghold Series.
  4. The game maps Alpine Mountains and Gallic fields simulates a similar vibe, and I always enjoy playing on those maps. Early game is much more interesting, you don't just exploit nearby resources outside your range, there are risks and dangers in doing so, you don't just expand, you carefully plan it, and it is not only endemic to you, other players also experience the same challenges. Planning a rush? Plan a safe path without neutrals that can harm your party. Neutral camp near your base during early game? Use it to your advantage, it can serve as a defensive barrier.
  5. Praetorians -Ambush system -Divide/form battalion (Not likely to happen, IIRC) Stronghold Series -Regicide (Planned feature) -Stockpile system (You can't just hoard resources, you need a place to keep them, and you need to guard them. The enemy might try destroy it, or steal it and make use of it. This will make the storehouse a strategic structure and not just a dropsite.) -Terrain fertility -Unique given names for each unit (Like, Naughtius Maximus, Sillius Soddus or Biggus..) Another Monthy Python ref. Haha The Lord of the Rings: The Battle for Middle Earth II -Custom hero creation -Walls attached/part of some strategic buildings (CC, Fortress, ?Barracks?) -Gaia structures and treasure guardians (Ex. Mordor can capture and use troll/goblin caves while Free peoples cannot and their only option is to destroy it and collect the loot, in 0AD, certain barbarian settlements (Gaia structure) will only provide certain things to factions on the map that are not part of their culture, like trade and some basic units, while a faction with a similar culture could get better trade plus access to special units.) Total War Series -Stamina and Morale (Reduced fighting capabilities, Inability to control broken units, etc.) I liked wraitii's suggested system in trac. Wacraft III -Similar ability system (Planned feature, IIRC?) -Skirmish/Campaign hero system (Skirmish and Campaign heroes are seperated, 3 default and randomly named/non-canon hero types are provided for Skirmish, and named/canon heroes are only reserved for Campaign) -Diverse game customization resources available and easy to mod, plus awesome scripts (I think this one is already achieved, Thumbs up to the team!) To summarize some of the suggestions above, most of the popular RTS out there and some the games that we have all commonly played, have a common ground in terms of neutral capture points (Gaia structures) Games like Red Alert, Warcraft, BFME2, Rising Kingdoms, Company of Heroes, C&C Generals and many more have implemented them. In my opinion this simulates the urge to declare or use conflict due to the presence of strategic resources which one can use to elevate his standing in a certain situation, just like in real life, Two big countries fighting for a specific region with a resource that they both need or is strategic for them, which likely ends in a major conflict/confrontation. And just like in a game/match, if you know that a capture point/Gaia structure will help you win the game, you will do anything to successfully defend it, and you also know that failing to do so will put you to a major disadvantage. (You can also try to Raze and burn it to the ground and practice scorched earth policy.)
  6. IMO, the other ways of gathering food are being ignored because of the efficiency of farming.. Farming is a good and stable way to maintain food resource, but the gathering speed and gathering rate should be tweaked. IMO, so that players will consider other forms of food resource which are faster to obtain, specially during early game. Ex 1: 3 strikes = 1 food gathered , increase the starting carry capacity to 10 , so a long period 30 strikes will yield 10 food, this can help simulate that farming/growing crops takes time. Inability to complete 3 strikes yields zero food, counting does not resume, it resets every time it does not complete 3 strikes.If you like to rush, then farming is not for you, you should try breeding food-yielding animals or go hunting. If you want an auto-managed and less hectic way of gathering food, then you should stick to farming, but it can put you to a disadvantage, despite of its effectiveness as a food source.
  7. I like the idea of leveling/upgrading buildings (Similar to BFME2, where you can manually upgrade the barracks, or level it via training units) Plus, Lvl 2 Barracks = advanced units Lvl 3 Barracks = elite units If you want to train basic units for harvesting, build two barracks (one upgraded and the other one, not)
  8. Viking Age Dyes - A Brief Overview by Kristina Gundersen http://www.academia.edu/4652690/Viking_Age_Dyes-_A_Brief_Overview Another similar article https://www.cs.vassar.edu/~capriest/vikdyes.html
  9. Falling tree animation + Fallen tree and timber mesh/model (Can help cut allocated animations in harvested trees (swaying animation) and ?lower polys? (removing tree leaves), plus it helps visualize industrialization) Step 1: When a tree loses 5% health (190/200) it will display a falling tree animation.Step 2: The model will change from the animated swaying tree mesh, to a static fallen tree mesh. (from this point, gatherers will use a new and matching gather wood animation)Step 3: When it loses another 5% health (180/200) A new mesh will replace the previous one, a cleaned/trimmed version of the tree mesh (the same tree trunk but with its branches and leaves removed)
  10. (Already posted in the PM, I'm posting it here so that others can read it too.) "Týr is a god of war and will take mead, meat and blood for sacrifice. If a warrior carved the rune Tîwaz on his weapon he would be dedicating it to Týr and strengthen the outcome of a battle to be in his favor. After a warrior has dedicated his weapon to Týr he should not lose it or break it." Interesting, but I'm not sure if it is credible, those lines are taken from the Wikipedia entry on Tyr. I thought we could use it for shield patterns. Also, here's an article explaining the meaning behind Lagertha's shield symbol in Vikings http://www.ibtimes.c...-winnik-1569558 It is written on the bottom part that, the shield symbolizes a tree and the rune Fe. Largertha's shield pattern looks like an "inverted tree" and if you try to read the wikipedia entry on the Tiwaz rune, the usage section describes something about multiple or stacked tiwaz runes (A tiwaz rune looks exactly like an arrow point, facing upwards, and stacking it together forms a symbol that looks like a tree)
  11. It sounds hectic if it needs a special mesh.. Where will I attach the first two as a prop in the 3rd actor file?
  12. Can you explain how child actors work and how to use them? Specially the part where I can simultaneously use both object_color and player_trans.
  13. I'm taking advantage of the object_color option to create more variety without using a lot of .png files But the problem was, I cannot integrate player_trans in the skins since it is already using the object_color option..
  14. Uhmm, say for example, I wanted the rome_infantry_spearman_b.xml in the simulation/units folder to use two different visual actor files, something like a variant actor file, can that be possible?
  15. Is it possible to do so? I wanted to use both object_color and player_trans simultaneously in one actor file to create more unit skin variety, but that is not possible, right? I'm working on unit/skeletal skins, what I have in mind was to use two actor files for one entity, one using object_color, and the other using player_trans, but I have no idea if that is possible..
  16. Thanks, I'm planning to complete this faction mod before December, a Holiday gift for everyone. I'll see what I can do about the player color
  17. "One does not simply walk into Mordor."
  18. There was a BFME2 mod, I forgot what the name of the mod was, but what they did was, they added the ability to divide/rejoin the vanilla game battalions (in vanilla BFME2, you cannot divide a batallion) The game Praetorians also has a similar feature. Yeah, I also agree with you, It would be interesting if this game can integrate a feature similar to the games above. (Troops under a "formation" are selected as one unit, fights closely to each other and not too scattered, and doesn't chase enemy units individually(causing the formation to break), but chases an enemy as a group)
  19. Hmm, so we will just let the shields handle the player_color? (Also, the shield texture rework constantly gets delayed, I'm sorry. I will try to work on those after working the clothing textures.)
  20. Got it, ah, I almost forgot about that thing So we will implement a design plan similar to what was used by the Total War series.
  21. Yes, and IIRC, someone else before me also suggested to switch the default action to destroy instead of capture in buildings.. (It is your choice (ctrl+click) if you want to capture the building or the siege engines, making it less hectic.. specially if you do not really want those buildings/siege engines..) The victory goal is basically annihilation, territorial dominance is just a possible strategy to achieve it. Just some idea for the line of sight, I don't have any idea if this is achievable or if it is hard/easy to implement.. Just a suggestion.
  22. I need opinions, are these textures too colorful for the Norse? Player color indicators: Pants, shields and capes
  23. New preview image featuring the new Norse house models designed by Le Druide Gaulois and 3D modeled by Stanislas69
  24. Ah, sorry, I've looked on the OneNote topics, so there was already a planned Rus' faction for part 2.. but they belong to the Late Medieval Period timeframe (1301-1500 A.D.) A bit off topic, I suggest that we divide the mod timeframe again.. 1.) Early Medieval Period https://en.wikipedia.org/wiki/Early_Middle_Ages (Fall of Western Roman Empire - 1000 A.D.) (The dark ages or "What we are currently working with right now.") 2.) High Medieval Period https://en.wikipedia.org/wiki/High_Middle_Ages (1001 - 1300 A.D.) Faction: England (High Medieval) aka "Norman up to Angevin England" Highlights: The Crusades ( First, Second and Third Crusades)Faction: Rus' (High Medieval) aka "Kievan Rus" Highlights: Start of the decline of the Kievan Rus', and culminating to the Mongol invasion of Eastern Europe3.) Late Medieval Period https://en.wikipedia.org/wiki/Late_Middle_Ages (1301 - 1500 A.D.) Faction: England (Late Medieval) aka " England during the three phases of Hundred Years' War" Highlights: Hundred Years' WarFaction: Rus' (Late Medieval) aka "Remnants of the former Kievan Rus'" or "Various Rus duchies, principalities and republics" Highlights: Establishment of various Rus' political factions and the conflicts between these groups, culminating with the dominance of the Grand Principality of Muscovy
  25. Ah, yes, I also agree somehow, that an Eastern-Viking faction is not necessary right now, but we should Introduce the Rus' in part 2.. They were the first victims of the Mongol invasion of Europe, with the lack of unity of the Rus people and the disintegration of the Kievan Rus' the Mongols were able to easily penetrate though Eastern Europe. (Kiev was besieged in 1240) How about a new mercenary unit? Doesn't have to be that strong, maybe the equivalent of an elite swordsman. We can call them something like, Eastern-veterans or Varangians mercenaries and trainable in ships or in the market place? They are the ones who will be wearing lamellars and Eastern influenced clothing.. By the way, are the Swedes during that time really don't look identical to the western and southern ones in terms of clothing and architecture? I believe that the image that Le Druide posted on SPM is a Varangian-Norse or simply, a Rus'..
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