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wackyserious

0 A.D. Art Team
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Posts posted by wackyserious

  1. 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..

  2. From my pov Lord of the Rings battalion system/combat with flanking and formations was a great example how one can implement tactics into RTS combat.

    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)

  3. 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.)

  4. 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.

    post-20008-0-06572000-1441887253_thumb.j

    • Like 1
  5. 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 Europe

    3.) 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' War

    Faction: 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
  6. 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'..

  7. I think we should create a new faction if we want to see Eastern-looking Vikings in the game.

    The Varangians or Rus were a group of Norsemen who explored, raided, and later settled in some parts of Eastern Europe, mixing with the local populations. Some of their major town and cities became important trading centers in Eastern Europe. The Rus dominance in the area declined when the Mongols invaded the area.

    Culture: Rus / Varangians

    Parent culture: North-Germanic and Eastern-European mix.

    Political factions: Kievan Rus' and Republic of Novgorod

    Military units: A mix of Rus/Varangian and local Eastern-European troops

    Champion unit: Druzhina (https://en.wikipedia.org/wiki/Druzhina) Mostly, Varangians in early period, became a mix of Rus' and local nobles later on.

    Architecture: Eastern European

  8. They look more Danish-Norwegian (right now) for me, and I think that it is heading on a good direction. :) We could make a new civ proposal for the eastern ones (Swedes/Rus) The naming of the two factions would be the problem.

    Say,

    Norwegians vs. Irish

    Danes vs. Anglo-Saxons

    (Which group attacked the Frankish territories, by the way?)

    These two groups operated mainly in the Western side of Europe

    and then,

    Swedes vs. eastern European factions (with the swedes using a mix of lamellar and chainmail armor and clothing styles which are slightly influenced by eastern European cultures.)

  9. Niek, maybe we could replace the role of the house with a new building. A winter camp or simply a Norse/Viking camp. It should act like the Seleucid military colony. We could also transfer the training of battering rams to that building, it can also be built anywhere on the map and units can be trained on that building.

  10. Nope, not on the interface, I'm pertaining to the hp indicator on the map/game/world itself, the one that appears when you hover the pointer on an object. (I know that it is already implemented in the UI but IMO, it is not very noticeable in-game.. specially if you are new to the game)

  11. instead of just a flat 75% of resource cost returned

    How about you get a % of resources back based on it's % of health.

    A much better approach indeed. :)

    This is already implemented.1440712037-image-forum.png

    Interface enhancement suggestion: a tooltip below or above resource hp that displays the amount of workers in a resource (when hovering over a resource/object)

  12. Another minor suggestion.. :)

    Prop stone slabs and metal mines with pickaxes on the ground and a handcart with stone bricks / metal ingots when it gets mined for the first time (or lose hp point, i.e. props appear when hp is reduced and will remain there until the resource is depleted.

    +

    Unit health and speed: 25/100 health reduces speed (Introduce a wounded/crippled walking animation)

  13. New suggestions for the game :)

    • Destroying (Destroy building command) a structure should give you back 75% of the resources spent on building it.
    • Disable the destroy building command when enemies are near the building (So that scorched earth strategy cannot be abused and exploited by the players)
    • Optional: I think I already suggested this one before? Command destroying a building takes time, drains 20% health per second instead of instantly destroying it. (Percentage might go lower, depending on the size of a building, ex. destroying a house vs. destroying a fortress or CC)
    • Destruction can be negated 1.) If the owner decides to repair it using a unit 2.) If the enemy attempts to capture it

    I think these 4 things are crucial and can help in balancing the new capture system.

  14. Played singleplayer earlier, the AI who first spawns a battering ram easily crushes the other, defending AI tries to capture the ram instead of destroying it. Same with defense buildings, doesn't attack the rams, making defense buildings pretty usesless (Maybe switching the default action to "destroy" instead of "capture" is the right thing as someone mention before)

    Buildings should be able to put up a little fight againts rams.

    • Like 1
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